Game control method and device, electronic equipment and readable storage medium
By using a graphical user interface to display the virtual prop properties panel and recommending matching prop accessories in the game, the problem of cumbersome operation and difficult to compare the influence of attributes is solved, and the assembly experience and efficiency are improved.
Patent Information
- Application Number
- CN202411211909.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-29
- Publication Date
- 2025-01-14
AI Technical Summary
In existing games, players are cumbersome when assembling virtual prop accessories, and cannot intuitively compare the impact of different prop accessories on virtual prop properties, resulting in low assembly efficiency and difficulty in choosing and choosing.
The virtual prop properties panel is provided through the graphical user interface, and matching prop accessories are recommended, and the gains of various attributes are displayed in the panel, simplifying the operation process and reducing the cost of thinking for players when using the combination.
It improves players' experience in virtual prop assembly, simplifies the operation process, saves time to view the impact of multiple prop accessories attributes, and reduces the difficulty of choosing.
Smart Images

Figure CN119303294A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computers, and in particular to a game control method, device, electronic device, and computer-readable storage medium. Background Art
[0002] In the game, players can equip the acquired prop accessories to the virtual props to improve the attribute values of the prop attributes of the virtual props; usually, different prop accessories can be equipped for a virtual prop, and different prop accessories bring different improvements to the attribute values of the prop attributes of the virtual props.
[0003] In the related art, if a player wants to understand the property changes brought about by equipping prop accessory 1 and prop accessory 2 on virtual prop A at the same time, the player needs to first select prop accessory 1 and pre-assemble it on virtual prop A to view the property values of the prop properties of virtual prop A pre-assembled with prop accessory 1, and then re-select prop accessory 2 and assemble it on virtual prop A. At this time, virtual prop A has been pre-assembled with prop accessory 1, so as to understand the changes in the property values of the prop properties after virtual prop A is equipped with prop accessory 1 and prop accessory 2 at the same time.
[0004] The above method involves the operation process of repeatedly selecting virtual props and prop accessories and assembling target prop accessories, and it is impossible to intuitively know the property changes of virtual props brought about by simultaneously assembling prop accessory 1 and prop accessory 2 on virtual prop A. The viewing operation and assembly operation for understanding the property changes brought about by different prop accessories in a game lack sufficient continuity, the operation is cumbersome, the prop accessory assembly efficiency is low, and the player cannot intuitively compare the impact of different prop accessories on the properties of the virtual prop, which easily causes the player's blind spot in identifying the use and trade-offs of prop accessories and understanding the cost, and the player's prop accessory assembly experience is poor.
[0005] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present application, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention
[0006] In view of this, the present application provides a game control method, device, electronic device and computer-readable storage medium, which can reduce the player's choice and understanding costs when assembling prop accessories to virtual props, reduce the player's operating burden, and enhance the player's experience of assembling props for virtual props.
[0007] In a first aspect, an embodiment of the present application provides a method for controlling a game, wherein a graphical user interface is provided through a terminal device; the method comprises:
[0008] Displaying, through the graphical user interface, a number of virtual props with which a virtual character can interact, wherein the virtual character is controlled by a target game account through the terminal device;
[0009] In response to the prop selection operation, determining at least one target virtual prop among the virtual props, and displaying a property panel of the target virtual prop in the graphical user interface, wherein the property panel is used to display at least one prop property of the target virtual prop;
[0010] In response to an accessory recommendation operation for a first target virtual prop, determining at least one first prop accessory that matches the first target virtual prop among a plurality of prop accessories; the plurality of prop accessories are prop accessories that the virtual character can interact with, and the first target virtual prop is a target virtual prop selected from the target virtual props by the accessory recommendation operation;
[0011] A gain of the first item accessory on the item attribute of the first target virtual item is generated in the attribute panel of the first target virtual item.
[0012] In a second aspect, an embodiment of the present application provides a game control device, which provides a graphical user interface through a terminal device; the device includes: a display unit, a determination unit, and a generation unit;
[0013] The display unit is used to display a plurality of virtual props that a virtual character can interact with through the graphical user interface, and the virtual character is controlled by the target game account through the terminal device;
[0014] The determining unit is used to determine at least one target virtual prop among the virtual props in response to the prop selection operation, and display a property panel of the target virtual prop in the graphical user interface, wherein the property panel is used to display at least one prop property of the target virtual prop;
[0015] The determining unit is further configured to determine, in response to an accessory recommendation operation for a first target virtual prop, at least one first prop accessory from among a plurality of prop accessories that matches the first target virtual prop; the plurality of prop accessories are prop accessories that the virtual character can interact with, and the first target virtual prop is a target virtual prop selected from among the target virtual props by the accessory recommendation operation;
[0016] The generating unit is used to generate, in the property panel of the first target virtual prop, a gain of the first prop accessory on the prop property of the first target virtual prop.
[0017] In a third aspect, an embodiment of the present application provides an electronic device, including:
[0018] Processor; and
[0019] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method of the first aspect is executed.
[0020] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method of the first aspect.
[0021] The game control method provided by the present application displays several virtual props that can be interacted with by a virtual character through a graphical user interface, and the virtual character is controlled by a target game account through a terminal device; in response to a prop selection operation, at least one target virtual prop among the virtual props is determined, and an attribute panel of the target virtual prop is displayed in the graphical user interface, and the attribute panel is used to display at least one prop attribute of the target virtual prop; in response to an accessory recommendation operation for a first target virtual prop, at least one first prop accessory that matches the first target virtual prop among several prop accessories is determined; several prop accessories are prop accessories that can be interacted with by the virtual character, and the first target virtual prop is a target virtual prop selected from the target virtual props by the accessory recommendation operation; and a gain of the first prop accessory on the prop attribute of the first target virtual prop is generated in the attribute panel of the first target virtual prop.
[0022] It can be seen that among multiple prop accessories, several first prop accessories that match the first target virtual prop can be determined through the accessory recommendation operation, and the gain of the first prop accessories on various prop attributes of the first target virtual prop can be displayed in the attribute panel of the first target virtual prop at the same time. The player can view the impact of multiple prop accessories on the overall attributes of the first target virtual prop at the same time, that is, intuitively compare the gain effect of multiple prop accessories on the overall attributes of a virtual prop, without having to select prop accessories one by one to view their impact on the attributes of a virtual prop, which simplifies the player's operation and saves the player's operation time to view the impact of multiple prop accessories on the attributes of a virtual prop. In addition, it can reduce the player's thinking cost for the trade-offs when using different prop accessories in combination, and enhance the player's prop accessory assembly experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0023] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the description of the embodiments of the present application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.
[0024] Figure 1A schematic diagram of an example interface for viewing the attribute gains of different prop accessories on the same virtual prop in the related art;
[0025] Figure 2 A schematic diagram of an example interface for viewing the attribute gains of the same prop accessory on different virtual props in the related art;
[0026] Figure 3 A system schematic diagram of an example of a game system for implementing a game control method provided in an embodiment of the present application;
[0027] Figure 4 A flowchart of an example of a method for controlling a game provided in an embodiment of the present application;
[0028] Figure 5 A schematic diagram of an example interface for recommending a first prop accessory for a first target virtual prop in a terminal game provided in an embodiment of the present application;
[0029] Figure 6 A schematic diagram of an interface for recommending a first prop accessory for a first target virtual prop in a mobile game provided in an embodiment of the present application;
[0030] Figure 7 A schematic diagram of an example interface for assembling a first prop accessory for a first target virtual prop with one click in a terminal game provided by an embodiment of the present application;
[0031] Figure 8 A schematic diagram of an example interface for comparing gains of a second prop accessory on prop properties of multiple target virtual props in a terminal game provided by an embodiment of the present application;
[0032] Fig. 9 A schematic diagram of the structure of a game control device provided in an embodiment of the present application;
[0033] Fig.10 A block diagram of the structure of an electronic device for implementing a game control device is provided for an embodiment of the present application. DETAILED DESCRIPTION
[0034] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.
[0035] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0036] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, "more than one" refers to two or more, and several refers to one or more. "And / or" is only a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and next associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0037] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.
[0038] Before describing the implementation methods of the present application in detail, the related technologies are first further introduced.
[0039] In the related art, suppose a player wants to compare the difference in the recoil attribute value brought by assembling a tactical grip and a tactical handguard to an M4A1 rifle, as follows Figure 1As shown in the graphical user interface 1001, the player first needs to select the M4A1 rifle, and various attribute information of the M4A1 rifle, such as the recoil attribute, damage attribute, range attribute, etc., are displayed in the graphical user interface 1001; based on the graphical user interface 1001, the tactical grip can be selected and pre-assembled to the M4A1 rifle, that is, the graphical user interface 1001 is switched to the graphical user interface 1002, and the tactical grip is displayed in a gray filled state in the graphical user interface 1002 to indicate that it is selected, and at the same time, it can be viewed that the attribute value of the recoil attribute of the M4A1 rifle pre-assembled with the tactical grip is reduced by 4 compared with when the tactical grip is not assembled; then, the player needs to re-select the tactical handguard, that is, the graphical user interface 1002 is switched to the graphical user interface 1003, the tactical handguard is selected in the graphical user interface 1003 and pre-assembled to the M4A1 rifle, and it can be further viewed that the attribute value of the recoil of the M4A1 rifle can be reduced by 6.
[0040] It can be seen that when comparing the attribute value improvement differences brought by the tactical grip and tactical handguard being respectively assembled to the M4A1 rifle, the player needs to repeatedly perform the operation process of selecting prop accessories. The operation is complicated, and the player needs to rely on the memory ability to remember the attribute changes of the tactical grip and tactical handguard on the M4A1 rifle. It is impossible to intuitively compare the impact of the tactical handguard and tactical grip on the attribute value of the recoil of the M4A1 rifle, which can easily cause players to identify blind spots and understand the cost of using prop accessories, and the player's prop accessory assembly experience is poor.
[0041] In addition, in the related art, such as Figure 2 As shown, if the player wants to compare the cost-effectiveness of pre-assembling the tactical grip to the M4A1 rifle and the AR18 rifle respectively, based on the graphical user interface 1001, the tactical grip can be selected and pre-assembled to the M4A1 rifle, that is, the graphical user interface 1001 is switched to the graphical user interface 1002, in which the tactical grip is displayed in a gray filled state to indicate that it is selected, and at the same time, it can be viewed that the attribute value of the recoil attribute of the M4A1 rifle pre-assembled with the tactical grip is reduced by 4 compared with when the tactical grip is not assembled; then, the player needs to execute The operation of selecting the AR18 rifle is performed, i.e., the graphical user interface 1001 is switched to the graphical user interface 1004, the AR18 rifle is selected in the graphical user interface 1004, and various attribute information of the AR18 rifle is displayed; then, the operation of selecting the tactical grip is performed again, i.e., the graphical user interface 1004 is switched to the graphical user interface 1005, based on the graphical user interface 1005, the tactical grip is selected and it is checked in the graphical user interface 1005 that the recoil attribute of the AR18 rifle pre-assembled with the tactical grip is reduced by 2 compared with the AR18 rifle not assembled.
[0042] It can be seen that when checking the cost-effectiveness of assembling the tactical grip on the M4A1 rifle and the AR18 rifle respectively, the player needs to repeatedly perform the operation of selecting the tactical grip, the M4A1 rifle and the AR18 rifle. The operation is complicated and time-consuming, and the player cannot intuitively compare the impact of the tactical grip on the recoil properties of the M4A1 rifle and the recoil properties of the AR18 rifle. That is, the player cannot quickly determine which virtual prop a certain prop accessory should be installed on to bring higher cost-effectiveness. There is a blind spot in the identification and understanding cost of the trade-offs in the use of accessories, and the player's prop accessory assembly experience is poor.
[0043] Based on the above-mentioned problems, the embodiments of the present application provide a game control method, device, electronic device and computer-readable storage medium.
[0044] The control method of the game provided in the embodiment of the present application can be performed by an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, or a laptop computer. The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or it can be implemented as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules for providing distributed services), or it can be implemented as a single software or software module. The embodiment of the present application does not specifically limit this.
[0045] In an optional embodiment, when the game control method is run on a terminal device, the terminal device stores a game application and a game virtual scene. The terminal device interacts with the player through a graphical user interface. The terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or the graphical user interface may be presented through holographic projection.
[0046] In an optional embodiment, when the control method of the game is run on the server, the method can be implemented and executed based on the cloud gaming system. The cloud gaming system refers to a gaming method based on cloud computing. The cloud gaming system includes a server and a client device. The operating body of the game application and the game screen presentation body are separated, and the storage and operation of the game control method are completed on the server. The game screen presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is a server in the cloud. When playing the game, the player operates the client to send instructions to the server, and the server controls the running of the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.
[0047] It should be noted that in the embodiments of the present application, the execution subject of the game control method can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of the execution subject.
[0048] For example, in combination with the above introduction, Figure 3 A game system 2000 for implementing a game control method provided by an embodiment of the present application is shown. The game system 2000 may include at least one terminal 2001, at least one server 2002, at least one database 2003, and a network. The terminal 2001 equipped by the player can be connected to the servers of different games through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.
[0049] In the above-mentioned game system 2000, the terminal 2001 is used to install and run the game application. In some cases, the game application may not be installed in advance in the terminal 2001, and the player can directly access the game through a client such as a browser. The player uses the registered game account to log in to the game application, and can manipulate the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 2001 will send a login request to the server 2002, and the server 2002 verifies the game account used by the player. At the same time, the server 2002 determines the game mechanism corresponding to the game account according to the login request, and the verification will return a login success notification to the terminal 2001. In the process of the player participating in the game through the game application, the terminal 2001 and the server 2002 interact with each other, and the terminal 2001 sends various information to the server 2002. The server 2002 determines the display data of the terminal 2001 according to the stored game mechanism (such as the control method of the game provided by this application) and the received information, and sends the display data to the terminal 2001, so as to display the display data sent by the server 2002 to the player through the terminal 2001.
[0050] In possible application scenarios, different terminals 2001 may be served by different servers 2002. Therefore, in order to distinguish the servers 2002 corresponding to different game terminals 2001, the first and second modes will be used for description when involved in the embodiments of the present application. In fact, the servers 2002 corresponding to different game terminals 2001 may be the same server 2002. Therefore, without distinguishing between the first and the second, it can be understood that the terminals 2001 corresponding to the virtual characters in the same game scene are served by the same server 2002.
[0051] In addition, when the game system 2000 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. In addition, the game system 2000 may include multiple databases, multiple databases are coupled to different servers, and game-related information can be continuously stored in the database when different players play multi-player games online.
[0052] It should be noted that Figure 3The game system diagram shown is only an example. The game system 2000 described in the embodiment of the present application is to more clearly illustrate the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can know that with the evolution of the game system and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0053] It should be noted that the operations that appear in the subsequent detailed introduction of the game control method provided in the embodiment of the present application can all be regarded as operations performed by the player through fingers or controlling a medium such as a mouse, keyboard, or stylus. The specific medium to be used can be determined according to the type of terminal device. For example, when the terminal device is a touch-screen device such as a mobile phone, a tablet computer, or a game console, the player can operate on the touch screen through any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch-screen terminal device such as a desktop computer or a laptop computer, the player can operate through an external device such as a mouse or keyboard.
[0054] In addition, it should also be noted that in the embodiments of the present application, there is no restriction on whether the terminal device providing the graphical user interface is placed horizontally or vertically, that is, there is no specific restriction on whether the virtual game is a horizontal screen game or a vertical screen game. In this embodiment, the virtual game is a horizontal screen game, and the terminal device is placed horizontally as an example to introduce the solution. However, it does not mean that the game control method provided in this application is not applicable to vertical screen games. The game control method provided in this application can be applied to horizontal screen games and vertical screen games, that is, the operation mode set in the virtual game and the corresponding game logic are consistent in horizontal screen games and vertical screen games, and there are only slight differences in the layout of the interface elements in the graphical user interface.
[0055] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
[0056] like Figure 4 As shown, Figure 4 This is a flowchart of an example of a game control method provided in an embodiment of the present application. It should be noted that the steps shown can be performed in a logical order different from that shown in the flowchart of the method. The method may include the following steps S110 to S140.
[0057] Step S110: Displaying a number of virtual props that the virtual character can interact with through a graphical user interface, and the virtual character is controlled by the target game account through a terminal device.
[0058] Step S120: In response to the prop selection operation, at least one target virtual prop among the virtual props is determined, and a property panel of the target virtual prop is displayed in a graphical user interface, where the property panel is used to display at least one prop property of the target virtual prop.
[0059] Step S130: In response to an accessory recommendation operation for a first target virtual prop, determine at least one first prop accessory from among a plurality of prop accessories that matches the first target virtual prop; the plurality of prop accessories are prop accessories with which a virtual character can interact, and the first target virtual prop is a target virtual prop selected from among the target virtual props in the accessory recommendation operation.
[0060] Step S140: generating, in the property panel of the first target virtual prop, a gain of the first prop accessory on the prop property of the first target virtual prop.
[0061] The above steps S110 to S140 are described in detail below.
[0062] With respect to the above step S110, the graphical user interface in this embodiment is provided by the terminal device in the game system described above. The graphical user interface is a visual representation and operation interface for players to interact with the virtual game, which includes the game scene of the virtual game, control components, social elements, etc., which are used to show the style of the game world and guide user operations.
[0063] In a graphical user interface, multiple interface contents to be displayed are usually presented in layers. Layers refer to a layered display method in a graphical user interface. Different interface contents can be placed on different layers to better control the display and hiding of each interface content. For example, the game scene can be placed on the scene layer, that is, the scene layer is mainly used to render the game world and the objects therein, including characters, environments, dynamic elements, etc. The display of various UI (User Interface) elements is placed on the UI layer. For example, UI elements can include but are not limited to various operation controls, information panels for displaying various game information (such as chat interfaces, character status panels, etc.), game thumbnail maps, and other elements. Since UI elements are interface elements for players to interact with games, generally, the display level of the UI layer where UI elements are placed is higher than the scene layer of the game scene. That is, the display level of each UI element is higher than the display level of the scene screen.
[0064] Among them, the game scene can be understood as a scene in which the player controls the virtual character to complete the game logic. It can be a simulation environment of the real world in the game, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. A game scene can usually include multiple scene elements, and a scene element refers to each element required to constitute the game scene. For example, it can include but is not limited to at least one of the following: a virtual character element, a virtual item element, a virtual building element, a virtual terrain element, a virtual vegetation element, etc. Among them, virtual terrain elements can include but are not limited to natural landform elements such as land, oceans, lakes, and rivers.
[0065] The virtual character in the game is a role model that the player can control to move in the game. The role model can be a model used to represent the player's image. The model can be a three-dimensional virtual model or a two-dimensional virtual model, which is not specifically limited in this embodiment. The virtual object includes but is not limited to at least one of a virtual person, a virtual animal, a virtual machine, a virtual building, and a virtual plant.
[0066] The virtual characters involved in this embodiment are virtual characters controlled by the target game account participating in the game in the game scene through the terminal device. Among them, the game account can be understood as a personal account registered and used by the player in the game, which is used to save all the data of the player in the game, including but not limited to the character information, level, equipment, props, achievements, etc. of the virtual character controlled by the player. The game account corresponding to each player in the game is usually unique, and login verification is performed through a user name and password to ensure the security of the player's data. The target game account is any game account participating in the game in the embodiment of this application.
[0067] Virtual props refer to virtual items that players use to perform game tasks and advance the game process. For example, virtual props can be used to maintain the survival of virtual characters in game scenes, to defeat other virtual characters, or to upgrade various virtual props, etc. There is no specific limitation. For example, the virtual props may include but are not limited to: virtual weapons, virtual vehicles, virtual medicines, virtual clothing, etc.
[0068] In this embodiment, the virtual props that the virtual character can interact with refer to virtual items that the virtual character can pick up, has picked up, purchased, or obtained through game rewards, etc., which can be used, controlled, and benefited from. In this embodiment, the virtual props that the virtual character can interact with may include virtual props owned by the virtual character and virtual props that the virtual character does not own but can interact with. Generally, the virtual character can be stored in the virtual backpack (i.e., the material storage space) corresponding to the target game account, and the virtual props that the virtual character does not own but can interact with are located in the virtual scene of the game and the distance between the virtual character and the virtual character is less than the preset distance.
[0069] Optionally, in the above step S110, a virtual backpack interface corresponding to the target game account can be displayed through a graphical user interface in response to a backpack expansion operation, and further, a number of virtual props that the virtual character can interact with can be displayed in the virtual backpack interface.
[0070] The backpack expansion operation may include but is not limited to: touch operation, shortcut key operation, air gesture operation, voice command operation, etc. for the backpack control set in the graphical user interface. The touch operation for the backpack control may include hovering operation, clicking operation, pressing operation, sliding operation, etc. at the location of the backpack control.
[0071] Among them, when the terminal device is a touch screen device, the hover operation refers to the interactive behavior when the player places the mouse cursor on the location of the backpack control without moving; when the terminal device is a non-touch screen device, the hover operation refers to the interactive behavior of hovering an operating medium such as a finger or a stylus above the location of the backpack control without contacting the touch screen of the terminal device. This embodiment is not specifically limited.
[0072] Alternatively, in some optional implementations, the virtual props owned by the virtual character may include virtual props that the virtual character has not equipped, virtual props that the virtual character has currently equipped and is using, i.e., primary props; and virtual props that the virtual character has currently equipped and is not using, i.e., secondary props, or backup props. It should be noted that, in general, there is usually only one primary prop, but there can be multiple secondary props.
[0073] In this case, the virtual backpack interface, the first prop panel, the second prop panel, and the third prop panel corresponding to the target game account are displayed through a graphical user interface; wherein the virtual backpack interface, the first prop panel, the second prop panel, and the third prop panel may partially overlap or not overlap. The virtual backpack interface displays the virtual props that the virtual character currently owns and has not been equipped; the first prop panel displays the virtual props that the virtual character currently has equipped and is using, that is, the first prop panel is used to display the main props; the second prop panel displays the virtual props that the virtual character currently has equipped and is not using, that is, the second prop panel is used to display the secondary props. Among them, the virtual props currently equipped by the virtual character refer to the virtual props that the virtual character selects from the virtual backpack and carries on the body; the third prop panel displays the virtual props that are located in the game scene corresponding to the target game account and the distance between the virtual character and the virtual character is less than the preset distance.
[0074] It should be noted that the virtual props displayed in the first prop panel and the second prop panel are pre-selected from various virtual props displayed in the virtual backpack interface.
[0075] In the embodiment of the present application, the target virtual props are determined from the virtual props displayed on the virtual backpack interface, the virtual props displayed on the first prop panel, and the virtual props displayed on the second prop panel.
[0076] With respect to the above step S120, in this embodiment, the item selection operation is an operation for determining a target virtual item among the virtual items. The item selection operation may include, but is not limited to, touch operation, shortcut key operation, air gesture operation, voice command operation, etc. for one or more virtual items among the virtual items. Among them, the touch operation for one or more virtual props may include hovering operation, clicking operation, pressing operation, sliding operation, etc. at the location where the virtual prop to be selected is located. For the introduction of the hover operation, reference may be made to the hover operation of the backpack control described above, which will not be repeated here.
[0077] Optionally, in some specific embodiments, one or more virtual props selected by the prop selection operation among the virtual props are determined as the target virtual props, that is, the number of target virtual props can be one or more. For example, when the player performs a hovering operation, a virtual prop corresponding to the hovering operation is determined as the target virtual prop.
[0078] It should be noted that when a certain game logic is executed in response to a certain trigger operation described in this application, if it is not specifically stated, the response timing of executing the game logic is not limited, that is, the execution timing of the corresponding game logic is not limited, but the execution timing of the corresponding game logic is determined according to the specific trigger operation. For example, when the above-mentioned prop selection operation is a hovering operation, the response timing is when the player's hovering time of the mouse cursor, finger or stylus at the target virtual prop reaches a certain time, and the display attribute panel needs to be displayed when the hovering operation is not completed (the mouse cursor, finger or stylus has not left the location of the target virtual prop). If the hovering operation is completed, the attribute panel is hidden; and when the prop selection operation is a click operation, the attribute panel is displayed after the click operation is completed, and the operation of hiding the attribute panel needs to be reset.
[0079] It should be noted that, in order to facilitate players to intuitively understand several first prop accessories that match the target virtual props during the actual game process, and to quickly assemble the target virtual props, in the preferred embodiment of the present application, the number of target virtual props is 1; but it is not limited to the prop selection operation that cannot select multiple target virtual props. When multiple target virtual props are selected in the prop selection operation, the method of recommending the first prop accessories for a target virtual prop provided in the present application can be referred to for recommendation. The first prop accessories can be described later. That is, in this step S120, when the number of target virtual props is one, the property panel of the one target virtual prop is displayed, and when the number of target virtual props is multiple, the property panels of each target virtual prop are displayed separately in the graphical user interface.
[0080] In this embodiment, the props attributes of virtual props refer to the characteristics or capabilities of virtual props in the game, and the props attributes of virtual props are used to help players understand the functions, uses and usage of virtual props. For example, the props attributes of virtual props may include general attributes and performance attributes;.
[0081] Among them, the general attributes may include but are not limited to: the name, type, level, rarity, background description, etc. of the virtual props; the type of the virtual props is the classification of the virtual props according to the function of the virtual props, for example, the type of virtual props may include but is not limited to: weapon props, defense props, treatment props, material props, decorative props, etc.; the rarity of the virtual props is used to indicate the rarity of the virtual props, for example, it can be divided into several levels such as ordinary, sophisticated, rare, epic, legendary, etc., and the rarity gradually increases from left to right.
[0082] It should be noted that different virtual props have different performance attributes. For example, when the virtual prop is a weapon prop such as a virtual firearm, the prop attributes of the virtual firearm may include but are not limited to: damage attribute, range attribute, firing rate attribute, recoil attribute, magazine capacity attribute, mobility attribute, etc. When the virtual prop is a defensive prop, the prop attributes of the defensive prop may include but are not limited to: defense power, durability, movement speed, health value, etc.
[0083] In this embodiment, the property panel is a UI element that displays at least one property of the target virtual prop.
[0084] For the above step S130, the above accessory recommendation operation is an operation for recommending a first prop accessory that matches the target virtual prop to the target virtual prop. In this embodiment, a corresponding accessory recommendation operation is provided for each target virtual prop. The accessory recommendation operation may include, but is not limited to: touch operation, shortcut key operation, air gesture operation, voice command operation, etc. for the recommendation control provided in the graphical user interface. Among them, the touch operation for the recommendation control provided in the graphical user interface may include, but is not limited to, hovering operation, clicking operation, pressing operation, sliding operation, etc. in the control operation area of the recommendation control.
[0085] The first target virtual prop is a target virtual prop selected from the target virtual props in the accessory recommendation operation, that is, if there is one target virtual prop, then this target virtual prop is the first target virtual prop, and if there are multiple target virtual props, then one of the multiple target virtual props is selected. In this way, accessory recommendations can be intuitively performed for a virtual prop, the logic is relatively clear, and it is convenient for players to compare the effects of different prop accessories on the properties of a virtual prop.
[0086] It should be noted that, in the present embodiment, when the target virtual props determined in step S120 described above are multiple virtual props, the recommendation controls provided in the graphical user interface include the recommendation controls displayed in the property panel corresponding to each target virtual prop, that is, each target virtual prop corresponds to a recommendation control. At this time, the accessory recommendation operation for the first target virtual prop is a touch operation on the recommendation control displayed in the property panel of the first target virtual prop, and the first prop accessory is determined for the target virtual prop corresponding to the triggered recommendation control.
[0087] Alternatively, when the above-mentioned accessory recommendation operation is a shortcut key operation, a shortcut key can be set for each target virtual prop separately. For example, when the shortcut key corresponding to the target virtual prop 1 is the "1" key among the numeric keys of the keyboard external to the terminal device, and the shortcut key corresponding to the target virtual prop 2 is the "2" key among the numeric keys of the keyboard external to the terminal device, then the accessory recommendation operation can be a pressing operation on the "1" key or a pressing operation on the "2" key; when the pressing operation on the "1" key is applied, the first prop accessory can be determined for the target virtual prop 1, and when the pressing operation on the "2" key is applied, the first prop accessory can be determined for the target virtual prop 2.
[0088] In this embodiment, prop accessories refer to auxiliary items provided in the game that can be attached to virtual props, which can adjust the performance of virtual props and bring various gain effects to virtual props.
[0089] In addition, in this embodiment, prop accessories can be divided into several types according to the installation position of prop accessories on virtual props. For example, when the virtual prop is a virtual firearm, according to the installation position of each prop accessory on the virtual firearm, the prop accessories may include but are not limited to: muzzle accessories, sight accessories, grip accessories, magazine accessories, buttstock accessories, etc., wherein muzzle accessories can be installed at the muzzle of the virtual firearm to improve the trajectory of the virtual firearm and reduce the sound; sight accessories can be installed at the rail part of the top of the virtual firearm to assist the player to aim at the target more accurately; grip accessories can be installed at the position where the virtual character can hold the firearm, which can be used to improve the stability of the virtual firearm and reduce the recoil; the magazine can be installed in the preset magazine cavity of the virtual firearm to increase the magazine capacity of the virtual firearm or speed up the loading speed, etc.; buttstock accessories can be installed at the rear end of the virtual firearm to improve the shooting stability of the virtual firearm and reduce the recoil, etc.
[0090] The props and accessories that the virtual character can interact with refer to the props and accessories that the virtual character controlled by the player can control or dispose of. For example, the props and accessories that the virtual character can perform interactive processes such as discarding, using, picking up, and moving the props and accessories.
[0091] It should be noted that the prop accessories that the virtual character can interact with can be prop accessories that the virtual character currently owns, or can be prop accessories that the virtual character currently does not own.
[0092] Among them, the prop accessories currently owned by the virtual character can be stored in the virtual backpack corresponding to the virtual character, and the virtual character has the right to use it. When the virtual backpack is unfolded, each prop accessory can be displayed in the graphical user interface; the prop accessories that the virtual character can interact with but currently does not own refer to the prop accessories that the virtual character does not have the right to use, but can perform the pickup interaction operation; that is, when the player controls the virtual character to perform the pickup operation, the picked-up prop accessories can be owned by the virtual character. Usually, the prop accessories that the virtual character can interact with but currently does not own can be located in the virtual scene in the game and the distance between the virtual character and the virtual character is less than the preset distance. Optionally, the prop accessories that the virtual character can interact with but currently does not own may not be displayed within the field of vision of the virtual character, although the distance between the virtual character and the virtual character is less than the preset distance, then in the embodiment of the present application, this part of the prop accessories can be displayed in the third prop panel provided by the graphical user interface; that is, the prop accessories owned by the virtual character are displayed in the virtual backpack interface; the third prop panel displays the prop accessories that the virtual character does not own, is located in the game scene corresponding to the target game account, and the distance between the virtual character and the virtual character is less than the preset distance.
[0093] The first prop accessory that matches the first target virtual prop refers to a prop accessory that can be assembled on the first target virtual prop and meets the specified conditions. Optionally, in this embodiment, the specified conditions may include but are not limited to: the prop attribute gain of each type of prop accessory to the first target virtual prop is the largest; the accessory level of each type of prop accessory is the highest; the rarity of each type of prop accessory is the highest; the durability of each type of prop accessory is the highest; the frequency of use of each type of prop accessory is the highest. The specific method of determining the first prop accessory that matches the first target virtual prop can be referred to the detailed description below, which will not be described in detail here.
[0094] After at least one first prop accessory is determined, the above-described step S140 is performed.
[0095] With respect to the above-mentioned step S140, in this embodiment, the gain effect of each first prop accessory on the prop attribute of the first target virtual prop is referred to as gain; after determining each first prop accessory, the gain effect of each first prop accessory on the first target virtual prop is determined, and the gain of each first prop accessory on the first target virtual prop is generated in the attribute panel of the first target virtual prop, so that the player can intuitively view which first prop accessories can be equipped for the first target virtual prop, and intuitively view the changes in the attributes of the first target virtual prop caused by each first prop accessory.
[0096] In this embodiment, generating the gain of each first prop accessory to the prop attribute of the first target virtual prop in the property panel of the first target virtual prop means determining the gain of each first prop accessory to the prop attribute of the first target virtual prop and displaying the gain in the property panel of the first target virtual prop;
[0097] It should be noted that the gain of each item attribute directly acts on the attribute value of the item attribute of the first target virtual item, that is, the gain of each item attribute of the first target virtual item is an increase or decrease in the attribute value of each item attribute.
[0098] As described above, the first target virtual prop can include one or more prop attributes, and a prop accessory can generate gains for one or more prop attributes of the first target virtual prop. For example, the rapid expansion magazine accessory can simultaneously increase the magazine capacity and firing rate of the virtual firearm. The gains of the rapid expansion magazine to the virtual firearm include the gains to the magazine capacity attribute of the virtual firearm and the gains to the firing rate.
[0099] Therefore, the gain of each prop accessory to the first target virtual prop in the embodiment of the present application includes: the overall gain of each prop accessory to each prop attribute of the first target virtual prop. That is, when determining the gain of a certain prop attribute of the first target virtual prop, the gain of each first prop accessory to the prop attribute can be superimposed to obtain the overall gain of each first prop accessory to the prop attribute of the first target virtual prop. For example, both the grip accessory and the buttstock accessory can reduce the recoil of the virtual firearm, therefore, the gain of the grip accessory and the buttstock accessory to the virtual firearm includes: the total reduction value of the grip accessory and the buttstock accessory to the recoil of the virtual firearm.
[0100] It can be understood that in the graphical user interface, the attribute values of each item attribute of the target virtual item can be displayed through specific numerical values and / or graphics; among them, the numerical display of the attribute values of each item attribute can be more accurate, which helps players to accurately grasp the various performance attributes of the target virtual item and formulate usage strategies more accurately; the graphical display of the attribute values of each item attribute is more intuitive, which is convenient for players to roughly estimate the proportion of the current attribute value of the target virtual item relative to the total attribute value, for example, the change of the attribute value of each item attribute of the target virtual item is marked with a progress bar, or marked with a "heart-shaped" pattern, a "five-pointed star" pattern, etc. This embodiment does not specifically limit the graphics for displaying the changes in the attribute values of each item attribute.
[0101] Based on the specific display method of the attribute values of the above-mentioned props, the gains of the attribute values of the props can also be displayed in the graphical user interface in the form of numbers and / or graphics. The specific display method is not specifically limited in this embodiment and can be set according to the game requirements.
[0102] Next, combine Figure 5 As a specific example, the above steps S110 to S140 are described in detail. Figure 5 In the specific examples shown, the game is taken as an example of a PC game, the target virtual prop is taken as an example of a virtual prop, the hover operation is taken as a specific example of the prop selection operation; and the pressing operation of the R key in the letter keys of the external keyboard device for the terminal device is taken as a specific example of the accessory recommendation operation.
[0103] like Figure 5 As shown, in the graphical user interface 3000, a game scene 100 is displayed, in which a virtual character and a supply box whose distance from the virtual character is less than a preset distance are displayed, the virtual character is the virtual character controlled by the current target game account, and the supply box is an item for accommodating multiple virtual props. In addition, in the graphical user interface 3000, a virtual backpack interface corresponding to the target game account, a third prop panel, a first prop panel, and a second prop panel are provided.
[0104] Among them, the medicines, bullets, accessories, etc. displayed in the virtual backpack interface are all game props and prop accessories owned by the virtual character, that is, they can be virtual props that the virtual character has picked up, purchased or rewarded from the game scene;
[0105] The M4A1 rifle displayed in the first prop panel is a virtual prop currently equipped and used by the virtual character, that is, the virtual prop currently held by the virtual character in the graphical user interface 3000; the sniper rifle displayed in the second prop panel is a virtual prop currently equipped but not used by the virtual character, that is, the virtual prop carried on the back of the virtual character in the graphical user interface 3000;
[0106] The third prop panel displays various virtual props or prop accessories that are located in the game scene 100 and are less than a preset distance from the virtual character. For example, the third prop panel displays a quadruple scope and an extended magazine contained in a supply box in the game scene, and displays virtual props and prop accessories such as an S-ARC rifle, a ghillie suit, rifle bullets, and submachine gun bullets that are not displayed in the graphical user interface 3000 and are located near the virtual character.
[0107] Based on the above-mentioned graphical user interface 3000, when the player controls the mouse cursor (black arrow) to hover over the M4A1 rifle displayed in the first prop panel and the hovering time reaches a preset time, the M4A1 rifle can be determined as the target virtual prop, and the property panel of the M4A1 rifle is displayed, that is, the graphical user interface 3000 is switched to the graphical user interface 3001, and the property panel of the M4A1 rifle is displayed in the graphical user interface 3001, and the property panel is the property panel; in the property panel of the M4A1 rifle, various prop properties of the M4A1 rifle are displayed, for example, the damage property, range property, rate of fire property, recoil property, magazine capacity property and mobility property of the M4A1 rifle.
[0108] It should be noted that in the graphical user interface 3001, each item attribute of the M4A1 rifle is indicated by a progress bar and a specific value to indicate the attribute value of each item attribute, so that the player can intuitively see the item attributes of the target virtual item based on the specific attribute value. For example, for the damage attribute, its attribute value is 41, indicating that the current damage value of the M4A1 rifle is 41; for the range attribute, its attribute value is 550; for the rate of fire attribute, its attribute value is 12; for the recoil attribute, its attribute value is 9; for the magazine capacity attribute, its attribute value is 30; for the mobility attribute, its attribute value is 16.
[0109] Based on the graphical user interface 3001, if the player presses the R key among the letter keys of the external keyboard device of the terminal device, a matching first prop accessory can be recommended for the M4A1 rifle based on the prop accessories that each virtual character can interact with displayed in the virtual backpack interface and the third prop panel. Assume that the first prop accessory recommended for the M4A1 rifle includes the eight-fold scope and tactical handguard in the virtual backpack interface; the extended magazine in the third prop panel, etc.; based on this, the gain of the prop attribute of the M4A1 rifle by the eight-fold scope, tactical handguard and extended magazine is displayed in the attribute panel, that is, the graphical user interface 3001 is switched to the graphical user interface 3002, and in the attribute panel displayed in the graphical user interface 3002, the attribute value of the rate of fire attribute of the M4A1 rifle is increased from 12 to 15, the attribute value of the recoil attribute is reduced from 9 to 3, the attribute value of the magazine capacity attribute is increased from 30 to 40, and the attribute value of the mobility attribute is increased from 20 to 28.
[0110] It should be noted that the gains of various item attributes displayed in the attribute panel displayed in the graphical user interface 3002 are not only reflected through specific gain values, such as +3, -3, +10, +8, etc., but also by displaying the increase and decrease of the attribute values of various item attributes in different filling colors in the progress mark. The gain value based on the specific attribute value can accurately understand the performance improvement of the M4A1 rifle, and the graphic changes based on the progress mark make it easy for players to intuitively and clearly view the increase and decrease of the attribute values of various item attributes.
[0111] Next, combine Figure 6 As a specific example, the above steps S110 to S140 are described in detail. Figure 6 In the specific examples shown, the game is taken as a mobile game as an example, the target virtual props are two virtual props as an example, the click operation on a virtual prop is taken as a specific example of the prop selection operation; and the click operation on the recommendation control provided in the graphical user interface is taken as a specific example of the accessory recommendation operation.
[0112] like Figure 6 As shown, the introduction based on the graphical user interface 3001 can refer to Figure 5 The introduction in the provided example will not be repeated here. If the player wishes to recommend accessories for both the M4A1 rifle and the sniper rifle, then based on the graphical user interface 3001, the player can first apply a click operation to the M4A1 rifle displayed in the first prop panel to indicate that the M4A1 rifle is identified as the target virtual prop and the property panel of the M4A1 rifle is displayed; that is, in response to the click operation, the graphical user interface 3001 is switched to the graphical user interface 3003, and the property panel of the M4A1 rifle is displayed in the graphical user interface 3003. The property panel of the M4A1 rifle displays various prop properties and specific property values of the M4A1 rifle. For details about the various properties and property values of the M4A1 rifle, please refer to Figure 5 The introduction of the graphical user interface 3001 in the specific example shown will not be repeated here.
[0113] Based on the graphical user interface 3003, the player can click on the sniper rifle displayed in the second prop panel to indicate that the sniper rifle is also determined as a target virtual prop and the property panel of the sniper rifle is displayed; that is, in response to the click operation, the graphical user interface 3003 is switched to the graphical user interface 3004, and the property panel of the sniper rifle is displayed in the graphical user interface 3004, in which the attribute value of the damage attribute of the sniper rifle is 98, the attribute value of the range attribute is 550, the attribute value of the rate of fire attribute is 1, the attribute value of the recoil attribute is 17, the attribute value of the clip capacity attribute is 5, and the attribute value of the mobility attribute is 16. In addition, the recommended accessory control is displayed in the property panels of the sniper rifle and the M4A1 rifle. It can be understood that the recommended accessory control displayed in the property panel of the M4A1 rifle is used to recommend prop accessories for the M4A1 rifle, and the recommended accessory control displayed in the property panel of the sniper rifle is used to recommend prop accessories for the sniper rifle.
[0114] Based on the graphical user interface 3003, the player can choose to recommend prop accessories for the M4A1 rifle or the sniper rifle, that is, determine the M4A1 rifle or the sniper rifle as the first target virtual prop described above. Suppose, the player chooses to recommend accessories for the sniper rifle first, that is, determine the sniper rifle as the first target virtual prop, then the player can apply a click operation to the recommended accessory control displayed in the property panel of the sniper rifle, and in response to the click operation, recommend the first prop accessory for the sniper rifle. Suppose, the first prop accessory recommended for the sniper rifle includes a tactical handguard in the virtual backpack interface, based on this, the gain of the tactical handguard to the prop attribute of the sniper rifle is displayed in the property panel of the sniper rifle; that is, the graphical user interface 3004 is switched to the graphical user interface 3005, and in the property panel of the sniper rifle displayed in the graphical user interface 3005, the attribute value of the recoil attribute of the sniper rifle is reduced from 33 to 25.
[0115] It is understandable that if there are multiple target virtual props determined in the terminal game, when recommending accessories for a certain target virtual prop, shortcut keys can be set for each target virtual prop. Please refer to the previous description and will not be described in detail here.
[0116] It can be seen that the game control method provided by the present application can determine several first prop accessories that match the first target virtual prop through the accessory recommendation operation among multiple prop accessories, and at the same time display the gain of the first prop accessories on various prop attributes of the first target virtual prop in the attribute panel of the first target virtual prop. The player can simultaneously view the impact of multiple prop accessories on the overall attributes of the first target virtual prop, that is, intuitively compare the gain effect of multiple prop accessories on the overall attributes of a virtual prop, without having to select prop accessories one by one to view their impact on the attributes of a virtual prop, which simplifies the player's operation and saves the player's operation time to view the impact of multiple prop accessories on the attributes of a virtual prop. In addition, it can reduce the player's thinking cost for the trade-offs when using different prop accessories in combination, thereby improving the player's prop accessory assembly experience.
[0117] Next, the control method of the game provided by this application is further introduced in detail.
[0118] In some optional embodiments, the game control method provided in the present application may further include the following step S150 based on the above steps S110 to S140.
[0119] Step S150: displaying first prompt information through the property panel, where the first prompt information is used to prompt the recommended operation of the accessory.
[0120] The purpose of this step S150 is to display prompt information in the graphical user interface to prompt the player how to perform the accessory recommendation operation.
[0121] In this embodiment, when the virtual game that uses the game control method provided by the present application is a mobile game, its corresponding terminal device is usually a touch screen device. At this time, the first prompt information can be the recommended control introduced above. By displaying the recommended control, the player can perform a trigger operation on the recommended control.
[0122] When the virtual game to which the control method of the game provided in the present application is applied is a terminal game, the corresponding terminal device is usually a non-touch screen device. At this time, prompt information for prompting the determination of the first prop accessory, operation gesture or voice command can be displayed in the graphical user interface, and the player can refer to the first prompt information to perform the accessory recommendation operation. For example, when the shortcut key corresponding to the game logic for triggering the determination of the recommendation of the first prop accessory for the first target virtual prop is the "R" key among the letter keys of the keyboard external to the terminal device, the first prompt information may include an icon identifying the "R" key and text information of "recommended accessories". Based on the text information, the player can quickly click the R key to determine the first prop accessory for the first target virtual prop.
[0123] like Figure 5As shown in the graphical user interface 3001, an icon for identifying the shortcut key "R" and text information "Recommended Accessories" are displayed at the bottom of the property panel of the M4A1 rifle. This content can be regarded as a specific example of the first prompt information in the embodiment of the present application.
[0124] In some optional embodiments, the above-described step S120 of "in response to the prop selection operation, determining at least one target virtual prop among the virtual props, and displaying the property panel of the target virtual prop in the graphical user interface" can be specifically implemented by the following step S121.
[0125] Step S121: In response to the item selection operation, while the item selection operation continues, determining at least one target virtual item among the virtual items, and displaying a property panel of the target virtual item in a graphical user interface.
[0126] The purpose of step S121 is to limit the response timing of determining the target virtual item and displaying the attribute panel in response to the item selection operation to: when the item selection operation is not completed, that is, during the item selection operation.
[0127] Accordingly, based on step S121, in some optional embodiments, the game control method provided by the present application may further include the following step S160.
[0128] Step S160: In response to the completion of the item selection operation, canceling the display of the property panel of the target virtual item.
[0129] The purpose of this step S160 is to limit the game logic that needs to be executed when the prop selection operation ends, based on step S121.
[0130] Canceling the display of the property panel of the target virtual item means making the property panel displayed in the graphical user interface invisible.
[0131] For the embodiment including the above-mentioned step S121 and step S160, for example, as described above, when the prop selection operation is a hovering operation, the hovering operation ends and the display of the property panel is cancelled; when the prop selection operation is a pressing operation, the property panel is displayed during the pressing process, and the display of the property panel is cancelled when the pressing ends; when the prop selection operation is a sliding operation, the property panel is displayed during the sliding process, and the display of the property panel is cancelled when the sliding ends.
[0132] It should be noted that when the prop selection operation is a hover operation, the determined target virtual prop is one; and when the prop selection operation is a press operation or a slide operation, etc., the determined target virtual props may include one or more. In this regard, in actual design, it can be set according to specific needs.
[0133] It can be seen that in the implementation corresponding to step S121 and step S160, the display of the attribute panel can be regarded as a temporary display, that is, it is displayed only when the condition of maintaining the prop selection operation is met, which is an immediate and non-persistent display mode. In this way, the display of the attribute panel of the target virtual prop will not occupy too much screen space for a long time, which helps the player to quickly view the attribute information of the target virtual prop without entering a separate attribute interface of the target virtual prop.
[0134] Based on the embodiment of the temporary display property panel described in step S121 and step S160, in some optional embodiments, the game control method provided by the present application may further include the following step S170.
[0135] Step S170: While maintaining the item selection operation, responding to a permanent display operation on the property panel, the property panel is permanently displayed in the graphical user interface.
[0136] In this embodiment, maintaining the item selection operation means that the item selection operation described above continues, that is, the item selection operation is not ended.
[0137] Permanent display means that the attribute panel is continuously displayed on the interface. That is, in this embodiment, even if the item selection operation is completed, the attribute panel can be displayed in the graphical user interface. This helps the player to view the item attributes of the target virtual item for a long time without occupying the hands to operate.
[0138] In this embodiment, when the attribute panel is permanently displayed in the graphical user interface, it can be locked in a fixed position for display, or it can be displayed without being locked in a fixed position. For example, the attribute panel can be locked and displayed in a non-operation hot zone or a blank area; when it is not locked, the player can change the position of the attribute panel in the graphical user interface at will, which will not be described in detail.
[0139] In this embodiment, the permanent display operation may include but is not limited to: touch operation, shortcut key operation, air gesture operation, voice command operation, etc. for the permanent control provided in the graphical user interface. Among them, the touch operation for the permanent control provided in the graphical user interface may include but is not limited to hovering operation, clicking operation, pressing operation, sliding operation, etc. in the control operation area corresponding to the permanent control.
[0140] like Figure 6 In the graphical user interface 3005 shown, when the game is a mobile game, permanent controls can be displayed separately in the property panel of each target virtual prop.
[0141] Optionally, when the property panel of each target virtual prop is permanently displayed, a close control can also be displayed in each property panel. When the property panel of the target virtual prop is permanently displayed, the property panel is closed in response to a trigger operation acting on the close control. The trigger operation for the close control may include but is not limited to a hover operation, a click operation, a press operation, a slide operation, etc. in the control operation area corresponding to the close control. Based on step S170, in some specific embodiments, the game control method provided by the present application may also include the following step S180.
[0142] Step S180: displaying a second prompt message through the property panel, where the second prompt message is used to prompt a permanent display operation.
[0143] Similar concepts can be referred to the first prompt information described above, the difference is that the second prompt information is used to prompt the permanent display operation. For example, when the virtual game is a terminal game and the terminal device is a non-touch screen device, the shortcut key for permanently displaying the attribute panel can be the letter key "E" on the keyboard, then the second prompt information can include an icon identifying the "E" key and text information of "permanent display". Based on the text information and icon, the player can quickly click the "E" key to permanently display the attribute panel of the target virtual prop.
[0144] like Figure 5 As shown, in Figure 5 In the property panel of the M4A1 rifle, which is displayed as a target virtual prop in the graphical user interface 3001 and the graphical user interface 3002, an icon identifying the "E" key and text information of "always displayed", as well as an icon identifying the "R" key and text information of "recommended accessories" are displayed; based on this information, players can quickly know which shortcut keys should be pressed to achieve corresponding game functions, thereby improving the player's operating experience.
[0145] Next, the specific implementation of determining the first prop accessory in the above-described step S130 is described.
[0146] That is, in an optional embodiment, the above-described step S130 "in response to the accessory recommendation operation for the first target virtual prop, determining at least one first prop accessory among several prop accessories with which the virtual character can interact that matches the first target virtual prop" can be specifically implemented through the following steps S131 to S133.
[0147] Step S131: In response to an accessory recommendation operation for a first target virtual prop, determining at least one candidate prop accessory among the prop accessories that has an assembly relationship with the first target virtual prop.
[0148] Step S132: respectively determining the reference gain of each candidate item accessory to the item attribute of the target virtual item.
[0149] Step S133: determining a first prop accessory that matches the target virtual prop among the candidate prop accessories according to a reference gain of each candidate prop accessory to the prop attribute of the target virtual prop.
[0150] In this embodiment, the candidate prop accessories that have an assembly relationship with the first target virtual prop refer to the prop accessories that can be assembled to the first target virtual prop among the prop accessories that the virtual character can interact with. In addition, the prop accessories that the virtual character can interact with also include prop accessories that cannot be assembled to the first target virtual prop. For example, when the first target virtual prop is a rifle, the pistol bullet cannot be assembled to the rifle, then the pistol bullet is a prop accessory that cannot be assembled to the target virtual prop. When determining the first prop accessory that matches the first target virtual prop, firstly, the prop accessories that can be assembled to the first target virtual prop among the prop accessories are screened out, and the prop accessories that can be assembled to the first target virtual prop can be called candidate prop accessories. Further, the first prop accessory is determined based on the screened candidate prop accessories, which can save the amount of data involved in subsequent calculations and improve game performance.
[0151] In the above step S132, the reference gain of each candidate prop accessory to the prop attribute of the target virtual prop is calculated. In a specific embodiment, the reference gain of a candidate prop to the prop attribute of the first target virtual prop is determined as an example. Specifically, the reference gain of the candidate prop accessory to the first target virtual prop is calculated according to the single gain of each prop attribute of the candidate prop accessory to the first target virtual prop and the weight value corresponding to the single gain.
[0152] For example, assuming that the quick-expanding magazine has a gain of 30% on the magazine capacity of the virtual firearm and a gain of 25% on the reload time attribute, and the weight values corresponding to the magazine capacity gain and the reload time gain are 50% respectively, then the reference gain of the quick-expanding magazine on the virtual firearm can be 30%×50%+25%×50%=27.5%; that is, the quick-expanding magazine provides a gain of approximately 27.5% to the virtual firearm.
[0153] Of course, the above-mentioned method of determining the reference gain is only a simple example. When specifically calculating the reference gain of a candidate item to the target virtual item, it is necessary to consider the influence of various factors, such as the initial attributes of the target virtual item and the influence of other accessories, etc., which will not be described in detail in the embodiments of the present application.
[0154] After determining the reference gain of each candidate prop accessory to the first target virtual prop, the first prop accessory among the candidate prop accessories may be determined according to the reference gain of each candidate prop accessory.
[0155] In an optional specific embodiment, the above-mentioned step S133 "determining at least one first prop accessory among each candidate prop accessory that matches the target virtual prop based on the reference gain of each candidate prop accessory to the prop attribute of the target virtual prop" can be specifically implemented through the following steps S1330 to S1331.
[0156] Step S1330: Classify each candidate prop accessory into several types according to the installation position of each candidate prop accessory on the first target virtual prop.
[0157] Step S133: determining the first prop accessories that match the first target virtual prop in each type of candidate prop accessories according to the reference gains of the prop attributes of the first target virtual prop by each candidate prop accessory.
[0158] It is understandable that each assembly part of the first target virtual prop for assembling prop accessories can be assembled as much as possible to improve the overall performance of the first target virtual prop. Therefore, referring to the above description, each candidate prop accessory can be classified according to the assembly part of each candidate prop accessory on the virtual prop, that is, each candidate prop accessory can be divided into several types, so as to determine one or more first prop accessories matching the first target virtual prop in each type of candidate prop accessories according to the gain of each candidate prop to the prop attribute of the first target virtual prop.
[0159] In a specific embodiment, the candidate prop accessory with the largest reference gain for the attribute value of the prop attribute of the first target virtual prop can be determined among each type of candidate prop accessories, and the candidate prop accessory with the largest reference gain corresponding to each type can be determined as the first prop accessory that matches the first target virtual prop.
[0160] As shown in Table 1, Table 1 provides an example of the first prop accessories when the first target virtual prop is a virtual firearm.
[0161] Table 1 Examples of the first prop accessories of virtual firearms
[0162]
[0163]
[0164] As shown in Table 1, when the first target virtual prop is a virtual firearm, the candidate prop accessories corresponding to the virtual firearm may include a silencer, a flash suppressor, an eight-fold scope, a four-fold scope, a holographic sight, a tactical grip, a tactical handguard, a normal grip, an extended magazine, a quick-extended magazine, a tactical stock, etc.; according to the assembly position of the virtual firearm where the prop accessories can be installed, the above-mentioned candidate prop accessories can be classified, that is, as shown in Table 1, they can be divided into five categories, namely, muzzle accessories, scope accessories, grip accessories, magazine accessories, and stock accessories.
[0165] In addition, according to the calculation method of the reference gain of each candidate prop accessory to the first target virtual prop introduced in the previous article, it can be calculated that the reference gain of the silencer to the virtual firearm is 30%, the reference gain of the flash suppressor to the virtual firearm is 25%, the reference gain of the eight-fold scope to the virtual firearm is 40%, the reference gain of the four-fold scope to the virtual firearm is 20%, the reference gain of the holographic sight to the virtual firearm is 10%, the reference gain of the tactical grip to the virtual firearm is 46%, the reference gain of the tactical handguard to the virtual firearm is 55%, the reference gain of the ordinary grip to the virtual firearm is 30%, the reference gain of the extended magazine to the virtual firearm is 20%, the reference gain of the quick-expanding magazine to the virtual firearm is 40%, and the reference gain of the tactical stock to the virtual firearm is 10%.
[0166] Among them, the prop accessory with the largest reference gain among muzzle accessories is the silencer, the prop accessory with the largest reference gain among scope accessories is the eight-fold scope, the prop accessory with the largest reference gain among grip accessories is the tactical handguard, the prop accessory with the largest reference gain among magazine accessories is the rapid expansion magazine, and if there is only one tactical buttstock among buttstock accessories, the tactical buttstock has the largest reference gain; therefore, the first prop accessory corresponding to the virtual weapon may include: a silencer, an eight-fold scope, a tactical handguard, a rapid expansion magazine and a tactical buttstock.
[0167] In this way, corresponding prop accessories are determined for each assembly position of the first target virtual prop, which can facilitate players to quickly and intuitively view the improvement of the overall performance of the first target virtual prop by various types of prop accessories.
[0168] It should be noted that in the above examples, among each type of candidate prop accessories, there is only one candidate prop accessory with the largest reference gain, but the above is only an example; optionally, among each type of candidate prop accessories, there may be at least two candidate prop accessories with the largest gain, that is, among the candidate prop accessories of the same type, there are two or more candidate props with the largest reference gain and the same reference gain.
[0169] In this case, optionally, the above-described determination of the candidate prop accessory with the largest reference gain corresponding to each type as the first prop accessory matching the first target virtual prop can be specifically implemented according to the following steps T01 to T02.
[0170] Step T01: If the candidate prop accessories with the largest reference gain among the candidate prop accessories corresponding to the target type in each type include at least two candidate prop accessories, the at least two candidate prop accessories are sorted according to a preset sorting method.
[0171] Step T02: Determine the candidate prop accessory ranked first in the ranking of at least two candidate prop accessories corresponding to the target type as the first prop accessory corresponding to the target type that matches the first target virtual prop.
[0172] In this embodiment, the target type is a type in which the number of candidate prop accessories with the largest reference gain is equal to or greater than 2 among the candidate prop accessories of each type.
[0173] At least one of the following preset sorting methods: a first preset sorting method for sorting by the rarity of prop accessories; a second preset sorting method for sorting by the level of prop accessories; a third preset sorting method for sorting by the durability of prop accessories; a fourth preset sorting method for sorting by the frequency of use of prop accessories. The first preset sorting method, the second preset sorting method, the third preset sorting method or the fourth preset sorting method can be combined with each other, and this embodiment does not specifically limit it. For the introduction of the terms such as rarity, level, durability, and frequency of use, please refer to the previous description and will not be repeated here.
[0174] Generally, the first preset sorting method is to sort the rarity of props and accessories from high to low; the second preset sorting method is to sort the levels of props and accessories from high to low; the third preset sorting method is to sort the durability of props and accessories from high to low; the fourth preset sorting method is to sort the usage frequency of props and accessories from high to low.
[0175] After sorting at least two candidate prop accessories with the largest and identical reference gains among the candidate props of the target type according to any of the above preset sorting methods, the candidate prop accessory ranked first is determined as the first prop accessory corresponding to the target type and matching the first target virtual prop.
[0176] For example, as shown in Table 2, Table 2 provides an example of candidate prop accessories of a target type and an example of a first prop accessory.
[0177] Table 2 Candidate prop accessories of target type and examples of first prop accessories
[0178]
[0179]
[0180] As shown in Table 2, assuming that, among the grip accessories of the virtual firearm, the reference gain of the tactical grip and the tactical handguard to the virtual firearm is 55%, and 55% is the maximum reference gain among the grip accessories, the rarity of the tactical grip and the tactical handguard can be queried. For example, the rarity of the tactical grip is excellent, and the rarity of the tactical handguard is rare. According to the previous introduction, the rarity of the tactical handguard is higher than that of the tactical grip. Therefore, when sorting from high to low according to rarity, the tactical handguard can be ranked first. At this time, the tactical handguard can be used as the first prop accessory among the grip accessories of the virtual firearm.
[0181] So far, the method of determining the first prop accessory that matches the first target virtual prop from various prop accessories has been introduced. Next, the control method of the game provided by the present application is further described. In some optional embodiments, the control method of the game provided by the present application may also include the following steps S190 to S1100.
[0182] Step S190: Displaying a number of prop accessories with which the virtual character can interact through a graphical user interface.
[0183] Step S1100: After determining the first prop accessory, highlight the first prop accessory.
[0184] It should be noted that in step S190, "displaying several prop accessories that the virtual character can interact with" can be a permanent display or can be displayed in response to an accessory display instruction. The accessory display instruction can be generated in at least one of the following exemplary ways:
[0185] 1. Respond to the backpack expansion operation and generate accessory display instructions;
[0186] 2. In response to the distance between the virtual character and the prop accessory displayed in the game scene being equal to or less than a preset distance, generating an accessory display instruction;
[0187] 3. When the distance between the virtual character and the prop accessories displayed in the game scene is equal to or less than a preset distance, respond to the backpack expansion operation and respond to generate an accessory display instruction.
[0188] It should be noted that the accessory display instructions generated by the above two methods indicate different prop accessories to be displayed; among them, the accessory display instructions generated by the first method are used to indicate the display of prop accessories owned by the virtual character; and the accessory display instructions generated by the second method are used to indicate the display of prop accessories that the virtual character does not own but can interact with, that is, the prop accessories located in the game scene described above; the accessory display instructions generated by the third method can display all prop accessories that the current virtual character can interact with, that is, including prop accessories currently owned and not owned.
[0189] In an optional specific embodiment, this step S190 can specifically display the props and accessories owned by the virtual character in the virtual backpack interface provided in the graphical user interface; and display the props and accessories that the virtual character does not own, is located in the game scene corresponding to the target game account, and is less than a preset distance from the virtual character in the third prop panel. The virtual backpack interface does not overlap or partially overlaps with the third prop panel; and the virtual backpack interface and the third prop panel have the same display level.
[0190] Based on this, when the first prop accessories corresponding to the first target virtual prop are determined according to step S130 described above and some optional embodiments, each first prop accessory may be highlighted.
[0191] Among them, highlighting each first prop accessory means displaying the first prop accessory in a manner different from the current display manner of each prop accessory. In a specific embodiment, the highlighting manner may specifically include one or more of the following exemplary manners: highlighting, strobing, and strobing; wherein, highlighting means displaying the first prop accessory at a brightness exceeding the display brightness of the remaining prop accessories; strobing means flashing the first prop accessory at a preset frequency within a preset time; and strobing means displaying the border of the first prop accessory in bold or in a preset color.
[0192] like Figure 5 As shown, assuming that the first prop accessories recommended for the M4A1 rifle include a tactical handguard, an eight-fold scope, and an extended magazine, the positions where the tactical handguard, the eight-fold scope, and the extended magazine are displayed are highlighted in the graphical user interface 3002; in this way, the player can intuitively view that prop accessories such as a tactical handguard, an eight-fold scope, and an extended magazine are recommended for the M4A1 rifle. In the embodiment of the present application, a gray fill display indicates a highlighted display.
[0193] like Figure 6As shown, assuming that after clicking the recommended accessory control in the property panel of the sniper rifle in the graphical user interface 3004, when the first prop accessory recommended for the sniper rifle is a tactical handguard, the location of the tactical handguard can be highlighted in the graphical user interface 3005. In this way, the player can intuitively and clearly see that the tactical handguard is recommended for the sniper rifle, and that the tactical handguard reduces the attribute value of the recoil attribute of the sniper rifle.
[0194] In this way, it is helpful for players to intuitively understand which are the first prop accessories that currently generate gains for the prop properties of the target virtual props, making it easier for players to control the prop accessories as a whole, and improving the player's visual experience and the experience of viewing the prop accessories information.
[0195] Based on the above steps S190 to S1100, in some optional embodiments, the game control method provided by the present application may further include the following step S1110.
[0196] Step S1110: When the first prop accessory is highlighted, respond to a cancel display instruction, cancel the display of the gain of each first prop accessory to the first target virtual prop and cancel the highlighting of the first prop accessory.
[0197] In this embodiment, the cancel display instruction is a processing instruction for canceling the highlight display of each first prop accessory and canceling the display gain.
[0198] In a specific embodiment, the cancel display instruction may be generated in any of the following exemplary ways.
[0199] The first type: when each first prop accessory is highlighted, a cancel display instruction is generated in response to a touch operation, shortcut key operation, voice command operation, air gesture operation, etc. on the recommended control displayed in the graphical user interface. Among them, the touch operation on the recommended control provided in the graphical user interface may include but is not limited to a hover operation, a click operation, a press operation, a slide operation, etc. on the control operation area of the recommended control. Specifically, the shortcut key operation for generating the cancel display instruction may be the same as the accessory recommendation operation described above. For example, when the accessory recommendation operation is a press operation of the R key among the letter keys of the external keyboard device of the terminal device, the shortcut key operation for generating the cancel display instruction may be a press operation of the R key when the first prop accessory is highlighted. That is, they are all touch operations on the recommended controls, and only the timing of the touch is different. Figure 5 As shown, based on the graphical user interface 3002, by pressing the R key again when the gain is displayed, the highlighting of the tactical handguard, the eight-fold scope and the extended magazine can be canceled, and the display of the gain can be hidden, that is, the graphical user interface 3002 is switched to the graphical user interface 3001.
[0200] The second type: when the display duration of the response gain reaches a preset duration, a cancel display instruction is generated.
[0201] In this example method, the gains can be automatically hidden and the highlighting of each first item accessory can be canceled when the set timing is reached without the player performing any operation.
[0202] In some optional implementations, the game control method provided by the present application may further include the following step S1120.
[0203] Step S1120: In response to a first assembly operation, assemble each of the first prop accessories to the first target virtual prop.
[0204] The purpose of step S1120 is to assemble each first prop accessory onto the first target virtual prop at the same time through the player's operation after each first prop accessory is determined.
[0205] In this embodiment, the first assembly operation may include but is not limited to: touch operation of the assembly control displayed in the property panel of the first target virtual prop, shortcut key operation, voice command operation, air gesture operation, etc., to generate a cancel display instruction. Among them, the touch operation of the assembly control provided in the property panel of the first target virtual prop may include but is not limited to hovering operation, clicking operation, pressing operation, sliding operation, etc. in the control operation area of the assembly control. For details, please refer to the previous description, which will not be repeated here. For example, when the shortcut key corresponding to the triggering of the assembly of each first prop accessory to the first target virtual prop is the "T" key in the letter keys of the keyboard external to the terminal device, the first assembly operation can be a pressing operation on the "T" key.
[0206] Assembling each first prop accessory to the first target virtual prop means attaching each first prop accessory to the first target virtual prop so that the first target virtual prop has the functions of each first prop accessory. For example, when an eight-fold scope is assembled to a virtual firearm, the aiming distance of the virtual firearm can be improved, and the firearm has a long-range aiming function.
[0207] It should be noted that if the recommended first prop accessory is a prop accessory that the virtual character displayed in the third prop panel does not own but can interact with, then assembling the prop accessory to the first target virtual prop refers to the process of picking up the prop accessory from the game scene, making it owned by the virtual character and assembling it to the first target virtual prop.
[0208] Optionally, the game control method provided in the present application may further include the following step S1130.
[0209] Step S1130: displaying third prompt information through the graphical user interface, where the third prompt information is used to prompt the first assembly operation.
[0210] The purpose of this step S1130 is to display prompt information in the graphical user interface to prompt the player how to perform the first assembly operation.
[0211] In this embodiment, when the virtual game using the control method of the game provided by the present application is a mobile game, the corresponding terminal device is usually a touch screen device. At this time, the third prompt information can be the assembly control introduced above. Through the displayed assembly control, the player can perform a touch operation on the assembly control; when the virtual game using the control method of the game provided by the present application is a terminal game, the corresponding terminal device is usually a non-touch screen device. At this time, a prompt information for a shortcut key, an operation gesture or a voice command for prompting the assembly of each first prop accessory to the first target virtual prop can be displayed in the graphical user interface, and the player can refer to the third prompt information to perform the first assembly operation. For example, when the shortcut key corresponding to the game logic for triggering the assembly of each first prop accessory to the first target virtual prop is the "T" key in the letter keys of the keyboard external to the terminal device, the third prompt information can include an icon identifying the "T" key and a text message of "one-click assembly". Based on the text message, the player can quickly click the "T" key to realize the one-click assembly of each first prop accessory to the first target virtual prop.
[0212] Based on the above step S1120, the game control method provided by the present application may further include the following step S1140.
[0213] Step S1140: Displaying the first prop accessories assembled to the first target virtual prop through the property panel of the first target virtual prop.
[0214] In this embodiment, at least part of the first prop accessories that have been assembled to the first target virtual prop can be displayed through the preset accessory bar in the property panel of the first target virtual prop. In this embodiment, the number of accessory bars is consistent with the number of assembly positions where the prop accessories of the first target virtual prop can be installed, that is, one accessory bar corresponds to one assembly position of the first target virtual prop, so in this embodiment, one accessory bar is used to display one first prop accessory.
[0215] like Figure 7As shown, in the first prop panel displayed in the graphical user interface 3000, in addition to the prop icon of the M4A1 rifle, there are also four accessory columns set for the assembly positions of the M4A1 rifle prop accessories, which correspond to the grip assembly position, the scope assembly position, the magazine assembly position and the skin position of the M4A1 rifle from left to right. Based on the graphical user interface 3000 and the graphical user interface 3001, when the player is displaying the graphical user interface 3001, by pressing the shortcut key R, the graphical user interface 3001 can be switched to display the graphical user interface 3006. The difference between the graphical user interface 3006 and the graphical user interface 3002 is that an icon indicating the "T" key and text information "one-key assembly" are displayed in the graphical user interface 3006, that is, the third prompt information is displayed. Based on the graphical user interface 3006, a pressing operation can be applied to the shortcut key "T" to install the recommended prop accessories such as the tactical handguard, the eight-fold scope and the extended magazine on the M4A1 rifle, that is, in response to the pressing operation applied to the shortcut key "T", the graphical user interface 3006 is switched to the graphical user interface 3007, and in the graphical user interface 3007, the tactical handguard and the eight-fold scope displayed in the virtual backpack interface are respectively moved to the accessory column corresponding to the grip assembly position and the accessory column corresponding to the scope assembly position for display, and the extended magazine in the material box displayed in the third prop panel is moved to the accessory column corresponding to the magazine assembly position for display.
[0216] It should be noted that moving the prop accessories displayed in the virtual backpack interface and the third prop panel to the accessory bar for display means deleting the prop accessories displayed in the virtual backpack interface and the third prop panel, and displaying the prop accessories in the accessory bar.
[0217] In some optional embodiments, based on the description of step S190 described above, in which several prop accessories with which the virtual character can interact are displayed in a graphical user interface, the game control method provided in the embodiment of the present application may also include the following steps S1150 to S1160.
[0218] Step S1150: In response to the accessory selection operation, determining at least one second prop accessory among the prop accessories.
[0219] Step S1160: Displaying the gain of the second item accessory to the item attribute of the target virtual item in the attribute panel of the target virtual item.
[0220] The purpose of this step S1150 is to allow the player to independently select the prop accessories they want to view from the displayed several prop accessories through the accessory selection operation; unlike the first prop accessories that match the first target virtual prop described in the previous step S130, the second prop accessories determined by the accessory selection operation include prop accessories that match the target virtual prop, and may also include prop accessories that do not match the target virtual prop, that is, the second prop accessories can be any one of the displayed prop accessories.
[0221] The operation of selecting an accessory may be the same as that of selecting an item, but the operation object is different, that is, the operation of selecting an accessory may include but is not limited to: touch operation, shortcut key operation, air gesture operation, voice command operation, etc. for one or more of the prop accessories. Among them, the touch operation for one or more prop accessories may include hovering operation, clicking operation, pressing operation, sliding operation, etc. at the location of the prop accessory to be selected. It will not be repeated here.
[0222] The purpose of this step S1160 is to display the gain effect of the selected one or more prop accessories on the displayed prop attributes in each property panel when displaying the property panel of one or more target virtual props, so that the player can quickly choose the prop accessories according to the gain effect. For example, when the property panels of two target virtual props are displayed in the graphical user interface at the same time, the property gain of a certain prop accessory on the target virtual prop 1 is displayed through the property panel of the target virtual prop 1, and the property gain of the prop accessory on the target virtual prop 2 is displayed through the property panel of the target virtual prop 2. In this way, it is convenient for players to compare the gain effect of the same prop accessory installed on different virtual props on different virtual props, and then quickly determine on which virtual prop it is more cost-effective to install the prop accessory.
[0223] Normally, the second prop accessory determined in each prop accessory through the accessory selection operation can be one or more. In order to facilitate players to compare the property changes of a prop accessory assembled on different virtual props, in an embodiment of the present application, the number of the second prop accessories determined above can be controlled to one. Through this controlled variable method, it is helpful to clearly identify the impact of a prop accessory on the prop properties of different virtual props, so that players can focus and make clear comparisons.
[0224] It should be noted that the first prop accessory and the second prop accessory described above can be the same prop accessory or different prop accessories. This embodiment does not specifically limit this. Here, the first and second are used to distinguish the prop accessories determined by different operations.
[0225] Based on the above steps S1150 to S1160, in some optional embodiments, the game control method provided by the present application may further include the following step S1170.
[0226] Step S1170: In response to the second assembly operation, a second target virtual prop is determined in the target virtual props, and the second prop accessory is assembled to the second target virtual prop.
[0227] In this embodiment, the second assembly operation may include but is not limited to: touch operation of the assembly control displayed in the property panel of a target virtual prop, shortcut key operation, voice command operation, air gesture operation, etc.
[0228] The assembly controls displayed in the property panel of a certain target virtual prop may include, but are not limited to: hovering operation, clicking operation, pressing operation, sliding operation, etc. in the control operation area of the assembly controls displayed in the property panel of a certain target virtual prop. The specific touch operations can refer to the above description, which will not be repeated here.
[0229] In response to the second assembly operation, when determining the second target virtual prop in the target virtual prop, different determination methods can be set according to different operation types of the second assembly operation. The following describes the methods for determining the second target virtual prop for mobile games and for PC games.
[0230] For example, when the game is a mobile game and there are multiple target virtual props, the assembly controls are displayed separately in the property panel of each target virtual prop, and the second target virtual prop in the target virtual props can be determined according to the contact position of the second assembly operation in the graphical user interface; that is, when the contact position of the second assembly operation is located in the control operation area of the assembly control displayed in the property panel of a certain target virtual prop, the target virtual prop can be determined as the second target virtual prop, and the second prop accessories can be assembled to the second target virtual prop.
[0231] For example, when the game is a terminal game and the second assembly operation is a shortcut key operation, different shortcut keys can be set for each target virtual prop. For example, when the shortcut key corresponding to the target virtual prop 1 is the "1" key in the numeric keys of the keyboard external to the terminal device, and the shortcut key corresponding to the target virtual prop 2 is the "2" key in the numeric keys of the keyboard external to the terminal device, then the second assembly operation can be a pressing operation on the "1" key or a pressing operation on the "2" key; when the pressing operation on the "1" key is applied, the target virtual prop 1 can be determined as the second target virtual prop, and the second prop accessories can be assembled to the target virtual prop 1; when the pressing operation on the "2" key is applied, the target virtual prop 2 can be determined as the second target virtual prop, and the second prop accessories can be assembled to the target virtual prop 2.
[0232] Based on step S1170, the game control method provided in the present application may further include the following step S1180.
[0233] Step S1180: displaying fourth prompt information through the graphical user interface; the fourth prompt information is used to prompt the second assembly operation.
[0234] In this embodiment, when the virtual game that applies the game control method provided by the present application is a mobile game, its corresponding terminal device is usually a touch screen device. At this time, the fourth prompt information can be the assembly control displayed in the property panel of each target virtual prop introduced in the previous article. Through the assembly control displayed in the property panel of each target virtual prop, the player can perform a trigger operation on the assembly control in the property panel of a certain target virtual prop; when the virtual game that applies the game control method provided by the present application is a PC game, its corresponding terminal device is usually a non-touch screen device. At this time, prompt information such as shortcut keys, operation gestures or voice commands for prompting to assemble the second prop accessories to each target virtual prop respectively can be displayed in the graphical user interface, and the player can refer to the fourth prompt information to perform the second assembly operation.
[0235] For example, when the shortcut keys corresponding to the game logic for triggering the assembly of the second prop accessories to the target virtual prop 1 and the target virtual prop 2 are respectively the "1" key and the "2" key in the numeric keys of the keyboard external to the terminal device, then the fourth prompt information may include an icon identifying the "1" key and its corresponding text information "Assembled on target virtual prop 1", an icon identifying the "2" key and its corresponding text information "Assembled on target virtual prop 2". Based on each key identifier and its corresponding text information, the player can quickly click the number "1" key or the number "2" key to realize the function of determining the second target virtual prop and assembling the second prop accessories to the second target virtual prop.
[0236] Combine the following Figure 8 A specific example is further described in detail about the control method of the game provided by the present application. Figure 8 In the specific examples described, the PC game is taken as an example, and the hovering operation of the mouse cursor on the virtual props is taken as a specific example of the prop selection operation, the pressing operation on the letter key "E" is taken as a specific example of the permanent display operation described above, the hovering operation of the mouse cursor on the prop accessories is taken as a specific example of the accessory selection operation, and the pressing operation on the number key "2" is a specific example of the second assembly operation.
[0237] like Figure 8 As shown, the Figure 8 based on Figure 7The graphical user interface 3000 and the graphical user interface 3001 are combined for introduction. In the graphical user interface 3001, a hovering operation is performed on the M4A1 rifle, and the attribute panel of the M4A1 rifle is displayed before the hovering operation is completed. At this time, when the hovering operation on the M4A1 rifle is not completed, a pressing operation is applied to the "E" key of the external keyboard, and the attribute panel of the M4A1 rifle can be locked and permanently displayed on the left side of the first prop panel, that is, the graphical user interface 3001 is switched to the graphical user interface 3008, and the attribute panel of the M4A1 rifle is displayed in the graphical user interface 3008. The various attributes of the M4A1 rifle are displayed in the attribute panel of the M4A1 rifle. The specific attributes of the M4A1 rifle can be referred to Figure 5 Description in the example introduced; in addition to displaying various properties of the M4A1 rifle, the property panel of the M4A1 rifle also displays a close control; by clicking the close control with the mouse, the property panel of the M4A1 rifle can be hidden.
[0238] Based on the graphical user interface 3008, when the attribute panel of the M4A1 rifle is permanently displayed, if the player hovers the mouse cursor over the sniper rifle in the second prop panel, the attribute panel of the sniper rifle can be temporarily displayed. When the attribute panel of the sniper rifle is temporarily displayed, the "E" key is pressed again to lock the attribute panel of the sniper rifle below the attribute panel of the M4A1 rifle for permanent display; that is, the graphical user interface 3008 is switched to the graphical user interface 3009, and the attribute panel of the sniper rifle is locked under the attribute panel of the M4A1 rifle in the graphical user interface 3009 for permanent display, and a close control is displayed in the attribute panel of the sniper rifle. Among them, the specific introduction of temporarily displaying the attribute panel of the sniper rifle when the mouse cursor hovers over the sniper rifle in the second prop panel can refer to the hovering operation for the M4A1 rifle in the previous text, which will not be repeated here.
[0239] Based on the graphical user interface 3009, if the player controls the mouse cursor to hover over the display position of the tactical handguard, an accessory item, the gain of the tactical handguard on the various item attributes of the M4A1 rifle can be displayed in the attribute panel of the M4A1 rifle, and the gain of the tactical handguard on the various item attributes of the sniper rifle can be displayed in the attribute panel of the sniper rifle; that is, the graphical user interface 3009 is switched to the graphical user interface 3010, in which the attribute panel of the M4A1 rifle displays that the tactical handguard can reduce the attribute value of the recoil attribute of the M4A1 rifle from 9 to 5; the attribute panel of the sniper rifle displays that the tactical handguard can reduce the attribute value of the recoil attribute of the sniper rifle from 33 to 25.
[0240] In addition, in the graphical user interface 3010, prompt information of shortcut keys for quickly installing the tactical handguard on the M4A1 rifle or sniper rifle is also displayed. For example, the number key "1" on the external keyboard corresponds to quickly installing the tactical handguard on the M4A1 rifle, and the number key "2" on the external keyboard corresponds to quickly installing the tactical handguard on the sniper rifle.
[0241] Assume that, based on the gain of the tactical handguard on the recoil attribute of the M4A1 rifle and the sniper rifle, the player chooses to equip the tactical handguard to the sniper rifle with a larger gain. The player can then press the number key "2" to quickly equip the tactical handguard to the sniper rifle, and display the tactical handguard in the accessory bar corresponding to the sniper rifle displayed in the second prop panel; that is, by pressing the number key "2", the graphical user interface 3010 is switched to the graphical user interface 3011, and the tactical handguard displayed in the virtual backpack interface is moved to the grip accessory bar corresponding to the sniper rifle to display the tactical handguard.
[0242] It can be seen that the prop attribute panels of multiple virtual props can also be displayed in the graphical user interface, and a prop accessory can be further selected to display the gain of the prop attribute of each virtual prop by the prop accessory in the prop attribute panel of each virtual prop. In this way, the player can intuitively compare the attribute gain of a prop accessory to each virtual prop, and then quickly assemble them. The player can make agile judgments and assemble a large number of prop accessories in a short time, which improves the perception of the attributes of prop accessories in the game and maximizes their utilization.
[0243] In addition, Figure 8 In the graphical user interface 3009 shown, the shortcut key for the recommended accessories for the M4A1 rifle displayed in the property panel of the M4A1 rifle is the letter key "R", and the shortcut key for the recommended accessories for the sniper rifle displayed in the property panel of the sniper rifle is the letter key "W", that is, corresponding shortcut keys are set for each target virtual prop to avoid conflicts.
[0244] It should be noted that Figure 5 The dotted lines in the figure are fictitious lines for the sake of ease of understanding and do not exist on the graphical user interface displayed on the terminal device.
[0245] It should be noted that in each drawing, the same pattern represents the same element. Therefore, each pattern is labeled when it first appears, and when it appears in subsequent drawings, although it is not labeled, the description in the previous drawings can be referred to.
[0246] In addition, it can be understood that the above is similar to Figure 1 , Figure 2 , Figures 5 to 8The size, appearance, layout, display text and other information of each element in the schematic diagram are exemplary and are not intended to limit the actual graphical user interface.
[0247] So far, the method provided in this embodiment has been explained. The control method of the game provided in this application can determine several first prop accessories that match the first target virtual prop through the accessory recommendation operation among multiple prop accessories, and at the same time display the gain of the first prop accessories on various prop attributes of the first target virtual prop in the attribute panel of the first target virtual prop. The player can view the influence of multiple prop accessories on the overall attributes of the first target virtual prop at the same time, that is, intuitively compare the gain effect of multiple prop accessories on the overall attributes of a virtual prop, without selecting prop accessories one by one to view their influence on the attributes of a virtual prop, which simplifies the player's operation and saves the player's operation time to view the influence of multiple prop accessories on the attributes of a virtual prop. In addition, it can reduce the player's thinking cost for the trade-offs when using different prop accessories in combination, and enhance the player's prop accessory assembly experience.
[0248] In addition, the prop attribute panels of multiple virtual props can be displayed in the graphical user interface, and a prop accessory can be further selected to display the gain of the prop attribute of each virtual prop by the prop accessory in the prop attribute panel of each virtual prop. In this way, players can intuitively compare the attribute gain of a prop accessory to each virtual prop, and then quickly assemble them. Players can make agile judgments and assemble a large number of prop accessories in a short period of time, which improves the perception of the attributes of prop accessories in the game and maximizes their utilization.
[0249] Corresponding to the game control method provided in the embodiment of the present application, the embodiment of the present application also provides a game control device 4000, such as Fig. 9 As shown, the device 4000 includes: a display unit 4001, a determination unit 4002 and a generation unit 4003;
[0250] The display unit 4001 is used to display a plurality of virtual props that a virtual character can interact with through the graphical user interface, and the virtual character is controlled by the target game account through the terminal device;
[0251] The determining unit 4002 is used to determine at least one target virtual prop among the virtual props in response to the prop selection operation, and display a property panel of the target virtual prop in the graphical user interface, wherein the property panel is used to display at least one prop property of the target virtual prop;
[0252] The determining unit 4002 is further configured to determine, in response to an accessory recommendation operation for a first target virtual prop, at least one first prop accessory from among a plurality of prop accessories that matches the first target virtual prop; the plurality of prop accessories are prop accessories that the virtual character can interact with, and the first target virtual prop is a target virtual prop selected from among the target virtual props by the accessory recommendation operation;
[0253] The generating unit 4003 is used to generate, in the property panel of the first target virtual prop, the gain of the first prop accessory on the prop property of the first target virtual prop.
[0254] Optionally, the display unit 4001 is further configured to display a plurality of prop accessories with which the virtual character can interact in the graphical user interface;
[0255] The determining unit 4002 is further configured to determine at least one second prop accessory among the prop accessories in response to the accessory selection operation;
[0256] The display unit 4001 is further configured to display, in the property panel of the target virtual prop, the gain of the second prop accessory on the prop property of the target virtual prop.
[0257] Optionally, the display unit 4001 is further used to display first prompt information through the property panel, where the first prompt information is used to prompt the recommended operation of the accessory.
[0258] Optionally, the determination unit 4002 is specifically configured to, in response to a prop selection operation, determine at least one target virtual prop among the virtual props while the prop selection operation continues, and display a property panel of the target virtual prop in the graphical user interface.
[0259] Optionally, the display unit 4001 is further configured to cancel display of the property panel of the target virtual prop in response to completion of the prop selection operation.
[0260] Optionally, the display unit 4001 is further configured to permanently display the property panel in the graphical user interface in response to a permanent display operation on the property panel while maintaining the item selection operation.
[0261] Optionally, the display unit 4001 is further used to display a second prompt message through the property panel, where the second prompt message is used to prompt a permanent display operation.
[0262] Optionally, the determination unit 4002 is specifically used to determine, in response to an accessory recommendation operation for a first target virtual prop, at least one candidate prop accessory among the prop accessories that has an assembly relationship with the first target virtual prop; respectively determine a reference gain of each of the candidate prop accessories to the prop attributes of the first target virtual prop; and determine a first prop accessory among the candidate prop accessories that matches the first target virtual prop based on the reference gain of each of the candidate prop accessories to the prop attributes of the first target virtual prop.
[0263] Optionally, the determination unit 4002 is further specifically used to classify each of the candidate prop accessories into several types according to the assembly location of each of the candidate prop accessories on the first target virtual prop; and determine the first prop accessory that matches the first target virtual prop in each type of candidate prop accessories according to the reference gain of each of the candidate prop accessories to the prop attribute of the first target virtual prop.
[0264] Optionally, the determination unit 4002 is further specifically used to determine, among each type of the candidate prop accessories, a candidate prop accessory with the largest reference gain for the prop attributes of the first target virtual prop; and determine the candidate prop accessory with the largest reference gain corresponding to each type as the first prop accessory that matches the first target virtual prop.
[0265] Optionally, the determination unit 4002 is further specifically used to sort the at least two candidate prop accessories according to a preset sorting method if the candidate prop accessories with the largest reference gain among the candidate prop accessories corresponding to the target type in each of the types include at least two candidate prop accessories; and determine the candidate prop accessory ranked first in the sorting of the at least two candidate prop accessories corresponding to the target type as the first prop accessory corresponding to the target type and matching the first target virtual prop.
[0266] Among them, the first preset sorting method is to sort by the rarity of props and accessories; the second preset sorting method is to sort by the level of props and accessories; the third preset sorting method is to sort by the durability value of props and accessories; and the fourth preset sorting method is to sort by the frequency of use of props and accessories.
[0267] Optionally, the display unit 4001 is further used to display, through the graphical user interface, a plurality of the prop accessories with which the virtual character can interact; after determining the first prop accessory, highlighting the first prop accessory.
[0268] Optionally, the display unit 4001 is further used to respond to a cancel display instruction when highlighting the first prop accessory, cancel the display of the gain of the first prop accessory to the first target virtual prop, and cancel the highlighting of the first prop accessory.
[0269] Optionally, the above device 4000 further includes an assembly unit 4004;
[0270] The assembling unit 4004 is configured to assemble the first prop accessory to the first target virtual prop in response to a first assembling operation.
[0271] Optionally, the display unit 4001 is further used to display third prompt information through the graphical user interface, and the third prompt information is used to prompt the first assembly operation.
[0272] Optionally, the display unit 4001 is further configured to display the first prop accessories assembled on the first target virtual prop through the property panel of the first target virtual prop.
[0273] Optionally, the display unit 4001 is further configured to respond to a close operation and close the property panel of the target virtual item when the property panel is permanently displayed.
[0274] Optionally, the assembling unit 4004 is further configured to respond to a second assembly operation, determine a second target virtual prop in the target virtual prop, and assemble the second prop accessory to the second target virtual prop.
[0275] Optionally, the display unit 4001 is further used to display fourth prompt information through the graphical user interface; the fourth prompt information is used to prompt the second assembly operation.
[0276] Optionally, the display unit 4001 is specifically used to respond to the backpack expansion operation, and display the virtual backpack interface corresponding to the target game account through the graphical user interface, wherein the virtual backpack interface displays the multiple virtual props.
[0277] Optionally, the display unit 4001 displays several prop accessories with which the virtual character can interact, including: prop accessories owned by the virtual character, and / or prop accessories that the virtual character does not own, are located in the game scene corresponding to the target game account and are less than a preset distance from the virtual character.
[0278] Optionally, the display unit 4001 is specifically configured to display the virtual backpack interface, the first item panel, the second item panel, and the third item panel corresponding to the target game account through the graphical user interface;
[0279] Among them, the virtual backpack interface displays virtual props that the virtual character currently owns and is not equipped with; the first prop panel displays virtual props that the virtual character currently has equipped and is using; the second prop panel displays virtual props that the virtual character currently has equipped and is not using; the third prop panel displays virtual props that the virtual character does not own, are located in the game scene corresponding to the target game account, and are less than a preset distance away from the virtual character.
[0280] Optionally, the display unit 4001 is specifically used to display the prop accessories owned by the virtual character through the virtual backpack interface, and to display the prop accessories that the virtual character does not own, which are located in the game scene corresponding to the target game account and are less than a preset distance from the virtual character through the third prop panel.
[0281] Corresponding to the game control method provided in the embodiment of the present application, the embodiment of the present application also provides an electronic device 5000 for implementing the game control method, such as Fig.10 As shown, the electronic device 5000 includes: a processor 5001; and a memory 5002, which is used to store the program of the game control method. After the device is powered on and the program of the game control method is run by the processor and a graphical user interface is provided by the terminal device, any implementation method described in the above-mentioned game control method is executed. For example, the following steps are executed:
[0282] Displaying, through the graphical user interface, a number of virtual props with which a virtual character can interact, wherein the virtual character is controlled by a target game account through the terminal device;
[0283] In response to the prop selection operation, determining at least one target virtual prop among the virtual props, and displaying a property panel of the target virtual prop in the graphical user interface, wherein the property panel is used to display at least one prop property of the target virtual prop;
[0284] In response to an accessory recommendation operation for a first target virtual prop, determining at least one first prop accessory that matches the first target virtual prop among a plurality of prop accessories; the plurality of prop accessories are prop accessories that the virtual character can interact with, and the first target virtual prop is a target virtual prop selected from the target virtual props by the accessory recommendation operation;
[0285] A gain of the first item accessory on the item attribute of the first target virtual item is generated in the attribute panel of the first target virtual item.
[0286] Corresponding to the game control method provided in the embodiment of the present application, the embodiment of the present application further provides a computer-readable storage medium storing a program of the game control method, which is executed by a processor and provides a graphical user interface through a terminal device, and then executes any implementation of the above-mentioned game control method. For example, the following steps can be executed:
[0287] Displaying, through the graphical user interface, a number of virtual props with which a virtual character can interact, wherein the virtual character is controlled by a target game account through the terminal device;
[0288] In response to the prop selection operation, determining at least one target virtual prop among the virtual props, and displaying a property panel of the target virtual prop in the graphical user interface, wherein the property panel is used to display at least one prop property of the target virtual prop;
[0289] In response to an accessory recommendation operation for a first target virtual prop, determining at least one first prop accessory that matches the first target virtual prop among a plurality of prop accessories; the plurality of prop accessories are prop accessories that the virtual character can interact with, and the first target virtual prop is a target virtual prop selected from the target virtual props by the accessory recommendation operation;
[0290] A gain of the first item accessory on the item attribute of the first target virtual item is generated in the attribute panel of the first target virtual item.
[0291] It should be noted that, for the detailed description of the apparatus, electronic device and computer-readable storage medium provided in the embodiments of the present application, reference can be made to the relevant description of the embodiments of the game control method provided in the embodiments of the present application. The beneficial effects that can be achieved by the apparatus, electronic device and computer-readable storage medium provided in the embodiments of the present application can be referred to the beneficial effects provided in the embodiments of the game control method provided in the embodiments of the present application, which will not be repeated here.
[0292] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
[0293] In a typical configuration, an electronic device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0294] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.
[0295] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable operations, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined in this article, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.
[0296] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0297] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
Claims
1. A game control method, characterized in that: Providing a graphical user interface through a terminal device; the method comprises: Displaying, through the graphical user interface, a number of virtual props with which a virtual character can interact, wherein the virtual character is controlled by a target game account through the terminal device; In response to the prop selection operation, determining at least one target virtual prop among the virtual props, and displaying a property panel of the target virtual prop in the graphical user interface, wherein the property panel is used to display at least one prop property of the target virtual prop; In response to an accessory recommendation operation for a first target virtual prop, determining at least one first prop accessory that matches the first target virtual prop among a plurality of prop accessories; the plurality of prop accessories are prop accessories that the virtual character can interact with, and the first target virtual prop is a target virtual prop selected from the target virtual props by the accessory recommendation operation; A gain of the first item accessory on the item attribute of the first target virtual item is generated in the attribute panel of the first target virtual item.
2. The method according to claim 1, characterized in that The method further comprises: Displaying a plurality of prop accessories with which the virtual character can interact in the graphical user interface; In response to an accessory selection operation, determining at least one second prop accessory among the prop accessories; The gain of the second item accessory on the item attribute of the target virtual item is displayed in the attribute panel of the target virtual item.
3. The method according to claim 1, characterized in that: The method further comprises: The first prompt information is displayed through the property panel, where the first prompt information is used to prompt the recommended operation of the accessory.
4. The method according to claim 1, characterized in that: In response to the prop selection operation, determining at least one target virtual prop among the virtual props, and displaying a property panel of the target virtual prop in the graphical user interface, comprises: In response to the prop selection operation, while the prop selection operation continues, at least one target virtual prop among the virtual props is determined, and a property panel of the target virtual prop is displayed in the graphical user interface.
5. The method according to claim 4, characterized in that The method further comprises: In response to the completion of the item selection operation, the property panel of the target virtual item is cancelled.
6. The method according to claim 4, characterized in that The method further comprises: When the item selection operation is maintained, in response to a permanent display operation on the property panel, the property panel is permanently displayed in the graphical user interface.
7. The method according to claim 6, characterized in that The method further comprises: The second prompt information is displayed through the property panel, and the second prompt information is used to prompt a permanent display operation.
8. The method according to claim 1, characterized in that: The step of determining, in response to the accessory recommendation operation for the first target virtual prop, at least one first prop accessory that matches the first target virtual prop among a plurality of prop accessories with which the virtual character can interact includes: In response to an accessory recommendation operation for a first target virtual prop, determining at least one candidate prop accessory among the prop accessories that has an assembly relationship with the first target virtual prop; Determine the reference gain of each candidate item accessory to the item attribute of the first target virtual item; According to the reference gain of each of the candidate prop accessories to the prop attribute of the first target virtual prop, a first prop accessory matching the first target virtual prop among the candidate prop accessories is determined.
9. The method according to claim 8, characterized in that The step of determining at least one first prop accessory that matches the first target virtual prop among the candidate prop accessories according to a reference gain of each candidate prop accessory to the prop attribute of the first target virtual prop comprises: Classifying each of the candidate prop accessories into several types according to the assembly position of each of the candidate prop accessories on the first target virtual prop; According to the reference gain of each of the candidate prop accessories to the prop attribute of the first target virtual prop, the first prop accessories matching the first target virtual prop in each type of candidate prop accessories are determined respectively.
10. The method according to claim 9, characterized in that The step of determining the first prop accessories that match the first target virtual prop based on the reference gains of the prop accessories to the property values of the prop attributes of the first target virtual prop, respectively, includes: Determine respectively, among each type of the candidate prop accessories, a candidate prop accessory having the largest reference gain to the prop attribute of the first target virtual prop; The candidate prop accessory with the largest reference gain corresponding to each type is determined as the first prop accessory that matches the first target virtual prop.
11. The method according to claim 10, characterized in that The step of determining the candidate prop accessory having the largest reference gain corresponding to each type as the first prop accessory matching the first target virtual prop includes: If the candidate prop accessories with the largest reference gain among the candidate prop accessories corresponding to the target type in each of the types include at least two candidate prop accessories, sort the at least two candidate prop accessories according to a preset sorting method; The candidate prop accessory ranked first in the ranking of the at least two candidate prop accessories corresponding to the target type is determined as the first prop accessory corresponding to the target type and matching the first target virtual prop.
12. The method according to claim 11, characterized in that The preset sorting method includes at least one of the following: The first preset sorting method is to sort by the rarity of prop accessories; the second preset sorting method is to sort by the level of prop accessories; the third preset sorting method is to sort by the durability value of prop accessories; the fourth preset sorting method is to sort by the frequency of use of prop accessories.
13. The method according to claim 1, characterized in that The method further comprises: Displaying, through the graphical user interface, a number of the prop accessories with which the virtual character can interact; After the first prop accessory is determined, the first prop accessory is highlighted.
14. The method according to claim 13, characterized in that The method further comprises: When the first prop accessory is highlighted, in response to a cancel display instruction, the gain of the first prop accessory to the first target virtual prop is canceled and the highlighting of the first prop accessory is canceled.
15. The method according to claim 1, characterized in that The method further comprises: In response to a first assembly operation, the first prop accessory is assembled to the first target virtual prop.
16. The method according to claim 15, characterized in that The method further comprises: The third prompt information is displayed through the graphical user interface, and the third prompt information is used to prompt the first assembly operation.
17. The method according to claim 15, characterized in that The method further comprises: The first prop accessory assembled to the first target virtual prop is displayed through the property panel of the first target virtual prop.
18. The method according to claim 6, characterized in that The method further comprises: When the property panel of the target virtual item is permanently displayed, in response to a close operation, the property panel is closed.
19. The method according to claim 2, characterized in that The method further comprises: In response to the second assembly operation, a second target virtual prop is determined in the target virtual props, and the second prop accessory is assembled to the second target virtual prop.
20. The method according to claim 19, characterized in that The method further comprises: The fourth prompt information is displayed through the graphical user interface; the fourth prompt information is used to prompt the second assembly operation.
21. The method according to claim 1, characterized in that The displaying of a plurality of virtual props with which the virtual character can interact through the graphical user interface includes: In response to the backpack expansion operation, a virtual backpack interface corresponding to the target game account is displayed through the graphical user interface, wherein the virtual backpack interface displays the plurality of virtual props.
22. The method according to claim 1, characterized in that The several prop accessories that the virtual character can interact with include: prop accessories owned by the virtual character, and / or prop accessories that the virtual character does not own, are located in the game scene corresponding to the target game account and are less than a preset distance from the virtual character.
23. The method according to claim 2 or 13, characterized in that The displaying of a plurality of virtual props with which the virtual character can interact through the graphical user interface includes: Displaying the virtual backpack interface, the first item panel, the second item panel, and the third item panel corresponding to the target game account through the graphical user interface; Among them, the virtual backpack interface displays virtual props that the virtual character currently owns and is not equipped with; the first prop panel displays virtual props that the virtual character currently has equipped and is using; the second prop panel displays virtual props that the virtual character currently has equipped and is not using; the third prop panel displays virtual props that the virtual character does not own, are located in the game scene corresponding to the target game account, and are less than a preset distance away from the virtual character.
24. The method according to claim 23, characterized in that The plurality of prop accessories that the virtual character can interact with are displayed in the graphical user interface, including: The prop accessories owned by the virtual character are displayed in the virtual backpack interface, and the prop accessories not owned by the virtual character, located in the game scene corresponding to the target game account and with a distance from the virtual character less than a preset distance are displayed in the third prop panel.
25. A game control device, characterized in that: Providing a graphical user interface through a terminal device; the device comprises: a display unit, a determination unit and a generation unit; The display unit is used to display a plurality of virtual props that a virtual character can interact with through the graphical user interface, and the virtual character is controlled by the target game account through the terminal device; The determining unit is used to determine at least one target virtual prop among the virtual props in response to the prop selection operation, and display a property panel of the target virtual prop in the graphical user interface, wherein the property panel is used to display at least one prop property of the target virtual prop; The determining unit is further configured to determine, in response to an accessory recommendation operation for a first target virtual prop, at least one first prop accessory from among a plurality of prop accessories that matches the first target virtual prop; the plurality of prop accessories are prop accessories that the virtual character can interact with, and the first target virtual prop is a target virtual prop selected from among the target virtual props by the accessory recommendation operation; The generating unit is used to generate, in the property panel of the first target virtual prop, a gain of the first prop accessory on the prop property of the first target virtual prop.
26. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 25 is executed.
27. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 25.