Control method and device in game, electronic equipment and readable storage medium

By displaying a move panel in the game and setting the target movement movement, the problem of time consuming and lacking of coherence of virtual weapon switching and lack of attacks are solved, and a smoother game combat experience is achieved.

CN119367766APending Publication Date: 2025-01-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411320555.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-20
Publication Date
2025-01-28

AI Technical Summary

Technical Problem

In the prior art, players are time-consuming to switch virtual weapons and the attacks of front and rear virtual weapons lack coherence, which affects the player's combat experience.

Method used

By displaying the move panel, the player allows players to view and set the target action move, and then automatically perform the target action moves when the weapon switch is switched to ensure the coherence of the movement of the move.

Benefits of technology

It reduces the time consumption and operation of weapon switching, improves the coherence of attack between virtual weapons, and enhances the player's game combat experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a control method and device in a game, electronic equipment and a readable storage medium, and the method comprises the steps: displaying a graphical user interface which comprises a part of virtual scenes and virtual roles; in response to the portfolio display instruction, controlling and displaying a portfolio panel, the portfolio panel comprising a first virtual weapon and / or a second virtual weapon and at least one action portfolio; in response to the first portfolio setting operation, setting an action portfolio corresponding to the first portfolio setting operation as a target action portfolio corresponding to a target virtual weapon, the target virtual weapon comprising a first virtual weapon and a second virtual weapon; and in response to the weapon switching instruction, switching a virtual weapon currently held by the virtual character from the first virtual weapon to a target second virtual weapon corresponding to the weapon switching instruction, and controlling the virtual character to perform a target action type corresponding to the target second virtual weapon. According to the method and the device, the coherence of action type release of the virtual weapon before and after switching can be ensured.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a control method, device, electronic device and computer-readable storage medium in a game. Background Art

[0002] In some games, players can switch virtual weapons to perform different attack skills. For example, if a player currently has three virtual weapons, the player can only hold one of the virtual weapons at the same time to perform an attack, and the player can switch between the three virtual weapons.

[0003] In the related art, when a player switches to a weapon, the virtual character is shown which virtual weapon is being held and multiple action moves corresponding to the virtual weapon, and the player selects one of the action moves to release.

[0004] However, players can only perform continuous skill release operations on the virtual weapons currently held by the virtual character, but cannot see the corresponding action moves in advance for the virtual weapons that are not currently held. Switching to another virtual weapon and releasing the corresponding action moves requires a certain amount of recognition time and operation difficulty, and the attack connection between different virtual weapons lacks continuity, which affects the player's combat experience. Summary of the invention

[0005] The present application provides a control method, device, electronic device and computer-readable storage medium in a game to solve the problems in the prior art that switching virtual weapons is time-consuming and the attacks of the previous and subsequent virtual weapons lack continuity.

[0006] In a first aspect, an embodiment of the present application provides a control method in a game, the method comprising:

[0007] Displaying a graphical user interface, the graphical user interface including a portion of a virtual scene and a virtual character located in the virtual scene, wherein the virtual character is configured to hold a first virtual weapon and be equipped with at least one second virtual weapon;

[0008] In response to a move display instruction, controlling the display of a move panel, wherein the move panel includes the first virtual weapon and / or at least one second virtual weapon, and at least one action move;

[0009] In response to a first move setting operation, setting the action move corresponding to the first move setting operation as a target action move corresponding to a target virtual weapon, the target virtual weapon comprising at least one of the following: the first virtual weapon and the second virtual weapon;

[0010] In response to the weapon switching instruction, the virtual weapon currently held by the virtual character is switched from the first virtual weapon to a target second virtual weapon corresponding to the weapon switching instruction, and the virtual character is controlled to perform a target action corresponding to the target second virtual weapon.

[0011] In a second aspect, an embodiment of the present application provides a control device in a game, the device comprising:

[0012] A display module, configured to display a graphical user interface, wherein the graphical user interface includes a portion of a virtual scene and a virtual character located in the virtual scene, wherein the virtual character is configured to hold a first virtual weapon and be equipped with at least one second virtual weapon;

[0013] A control module, configured to control the display of a move panel in response to a move display instruction, wherein the move panel includes the first virtual weapon and / or at least one second virtual weapon, and at least one action move;

[0014] A determination module is configured to, in response to a first move setting operation, set the action move corresponding to the first move setting operation as a target action move corresponding to a target virtual weapon, wherein the target virtual weapon includes at least one of the following: the first virtual weapon and the second virtual weapon;

[0015] The processing module is used to respond to the weapon switching instruction, switch the virtual weapon currently held by the virtual character from the first virtual weapon to the target second virtual weapon corresponding to the weapon switching instruction, and control the virtual character to perform the target action corresponding to the target second virtual weapon.

[0016] In a third aspect, an embodiment of the present application provides an electronic device, the electronic device comprising:

[0017] A memory and a processor, wherein the memory and the processor are coupled;

[0018] The memory is used to store one or more computer instructions;

[0019] The processor is used to execute the one or more computer instructions to implement the control method in the game described in any one of the first aspects above.

[0020] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having one or more computer instructions stored thereon, characterized in that the instruction is executed by a processor to implement the control method in the game described in any one of the first aspects above.

[0021] In a fifth aspect, an embodiment of the present application provides a computer program product, including a computer program, which, when executed by a processor, implements the control method in the game described in any one of the first aspects above.

[0022] Compared with the prior art, this application has the following advantages:

[0023] The present application controls the display of a move panel in response to a move display instruction, wherein the move panel includes a first virtual weapon and / or at least one second virtual weapon, and at least one action move, so that the player can hold the current virtual weapon, i.e., the first virtual weapon, and the player only needs to perform a simple and convenient game operation such as triggering the generation of a move display instruction to call out the move panel, and the player can view the first virtual weapon and / or each second virtual weapon, and at least one action move through the move panel. Furthermore, in response to the first move setting operation, the action move corresponding to the first move setting operation is set as the target action move corresponding to the target virtual weapon. The player can set the corresponding target action moves for the first virtual weapon and / or the second virtual weapon. In this way, when the player switches the virtual weapon currently held by the virtual character to the second virtual weapon set with the target action move, the game system can quickly and automatically control the virtual character to hold the switched target second virtual weapon and perform the target action move corresponding to the target second virtual weapon. In this way, the virtual character immediately performs the target action move corresponding to the target second virtual weapon at the moment the weapon switching is completed, thereby ensuring the continuity of the action move release of the virtual weapons before and after the switching, thereby enhancing the user's game combat experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0025] Figure 1 A flowchart of a control method in a game provided by one embodiment of the present application;

[0026] Figure 2 A schematic diagram of a weapon switching operation corresponding to a non-touch screen terminal device provided in one embodiment of the present application;

[0027] Figure 3 A schematic diagram of a weapon switching operation corresponding to a non-touch screen terminal device provided in another embodiment of the present application;

[0028] Figure 4 A schematic diagram of a weapon switching operation corresponding to a touch screen terminal device provided in one embodiment of the present application;

[0029] Figure 5 A schematic diagram of a user triggering display of a move panel and determining a target virtual weapon provided in one embodiment of the present application;

[0030] Figure 6 A schematic diagram of switching the move panel to display an updated weapon bar provided in one embodiment of the present application;

[0031] Figure 7 A schematic diagram of the structure of a control device in a game provided in one embodiment of the present application;

[0032] Figure 8 A schematic diagram of the hardware structure of an electronic device provided in one embodiment of the present application.

[0033] The above drawings have shown clear embodiments of the present application, which will be described in more detail later. These drawings and text descriptions are not intended to limit the scope of the present application in any way, but to illustrate the concept of the present application to those skilled in the art by referring to specific embodiments. DETAILED DESCRIPTION

[0034] In order to make the purpose, advantages and features of the present application clearer, the present application is described clearly and completely below in conjunction with the accompanying drawings and specific embodiments. In the following description, many specific details are set forth to facilitate a full understanding of the present application. However, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments, and all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.

[0035] It should be noted that, in the description of the present application, the terms "first", "second", etc. are only used for descriptive purposes, and cannot be understood as indicating or implying relative importance, and a specific order or sequence. For those of ordinary skill in the art, the specific meanings of the above terms in the present application can be understood in specific circumstances. In addition, in the description of the present application, unless otherwise specified, the term "multiple" refers to two or more. The term "and / or" describes the association relationship of associated objects, indicating that three relationships may exist, for example, A and / or B can be represented: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects before and after are an "or" relationship. The terms "include" and "have" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising 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] In order to solve the problems existing in the above-mentioned related technologies, the present application provides a control method in a game, a control device in a game corresponding to the method, an electronic device that can implement the control method in the game, and a computer-readable storage medium. The following provides embodiments to describe the above-mentioned method, device, electronic device, and computer-readable storage medium in detail.

[0037] In order to make the purpose and technical solution of the present application clearer and more intuitive, the method provided by the embodiment of the present application will be described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not intended to limit the present application. It is understood that the following embodiments may exist separately, and the following embodiments and features in the embodiments may be combined with each other when there is no conflict between the embodiments provided in the present application, and the same or similar content will not be repeated in different embodiments. In addition, the step sequence in the following method embodiments is only an example, not a strict limitation, and in some cases, the steps shown or described may be performed in a different order from this.

[0038] The present application provides a control method, device, electronic device and computer-readable storage medium in a game. Specifically, the control method in the game of one embodiment of the present application can be executed by a computer device, wherein the computer device can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, and big data and artificial intelligence platforms.

[0039] When the control method in the game runs on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device. A terminal device is any device with computing hardware that can support and execute software application products corresponding to the game. Game software application products include, but are not limited to, any of first-person game applications, third-person game applications, single-player game applications, and multiplayer online tactical competitive game applications. The types of the above games may include, but are not limited to, at least one of the following: two-dimensional game applications, three-dimensional game applications, virtual reality game applications, augmented reality game applications, and mixed reality game applications. The above is only an example, and the embodiments of the present application do not impose any limitation on this.

[0040] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0041] In an optional implementation, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local 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, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0042] The following introduces the control method in the game provided by the present application. In the control method in the game, a graphical user interface can be provided by a terminal device for displaying a game interface, wherein the terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above.

[0043] Next, combine Figure 1 , a control method in a game provided in one embodiment of the present application is described, Figure 1 A flowchart of a control method in a game provided in one embodiment of the present application.

[0044] like Figure 1 As shown, the control method in the game includes S10-S40:

[0045] S10. Displaying a graphical user interface, wherein the graphical user interface includes a portion of a virtual scene and a virtual character located in the virtual scene, wherein the virtual character is configured to hold a first virtual weapon and be equipped with at least one second virtual weapon.

[0046] As mentioned above, some game scenes include a virtual character in the game scene, and the virtual character is configured to be holding a first virtual weapon and equipped with at least one second virtual weapon. Among them, the aforementioned virtual character is a game character controlled by the player through the current terminal device. The first virtual weapon that the virtual character is holding, the virtual character can understand using the first virtual weapon to perform attack or defense operations. For the second virtual weapon in the equipped state, the player can switch the first virtual weapon being held to one of the second virtual weapons at any time, and then use the second virtual weapon held to perform attack and defense operations.

[0047] For example, in the game, the virtual character may switch between different virtual weapons according to the combat environment or enemy characters. For example, the virtual character uses a long sword in a close combat environment and uses a bow and arrow or a firearm in a long-range combat environment. In this way, the player can better cope with different combat needs by holding the first virtual weapon and equipping at least one second virtual weapon at the same time, and can also switch weapons at any time according to the combat situation to achieve the best combat effect.

[0048] S20. In response to a move display instruction, control the display of a move panel, wherein the move panel includes a first virtual weapon and / or at least one second virtual weapon, and at least one action move.

[0049] As mentioned above, the trigger operation for generating a move display instruction can receive different trigger operations according to the different types of terminal devices. For example, when the terminal device is a touch screen device such as a mobile phone, a tablet computer, a game console, etc., the trigger operation can be a trigger operation of a user's finger. Among them, the trigger operation can be a sliding operation such as sliding up, sliding down, sliding left, sliding right, a long press operation, a click operation, a double-click operation, etc., but not limited to this. Exemplarily, in a game environment that supports touchpad or touch screen input, a player can trigger the generation of a move display instruction by performing a trigger operation on a specific display control displayed on a graphical user interface. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the trigger operation can be performed by a control device such as a mouse and a keyboard, but not limited to this. Exemplarily, the game is configured to trigger the generation of a move display instruction when it detects that the player continues to press and hold the middle mouse button without releasing it. Alternatively, in some game environments that allow players to customize combination keys, players can trigger the generation of a move display instruction by performing a trigger operation on a combination key such as Ctrl+Shift on the keyboard. This is only an example, and the embodiments of the present application do not impose any restrictions on this.

[0050] In the embodiment of the present application, in response to the move display instruction, the move panel is controlled to be displayed. The move panel includes the first virtual weapon and / or at least one second virtual weapon, and at least one action move. That is, the move panel may include the first virtual weapon, may include at least one second virtual weapon, or may include both the first virtual weapon and / or at least one second virtual weapon.

[0051] In an optional implementation, the action moves displayed on the move panel include at least one of the following: character moves and weapon moves. Among them, character moves refer to moves associated with the skills or actions of the virtual character itself, and weapon moves refer to moves associated with virtual weapons. In other words, character moves refer to moves related to the skills or actions of the virtual character itself, and these moves do not depend on the weapons held by the virtual character. In other words, even if the virtual character is not equipped with any virtual weapons, these character moves can be used. For example, bare-handed combat: the virtual character can use bare-handed attacks such as punching and kicking; magic skills: the virtual character can cast magic that does not require weapon support, such as fireball, healing, etc.; special skills: special skills possessed by the virtual character, such as dodging, jumping, invisibility, etc. However, weapon moves refer to moves related to the virtual weapons held by the game character, and these moves require specific weapons to be launched or have specific effects. The use of weapon moves depends on the specific weapons held by the character, and different weapons may have different moves or effects. For example, sword skills: when the virtual character uses a virtual sword, he can perform specific sword skills, such as slashing, stabbing, etc.; gun shooting: when the virtual character uses a virtual gun, he can shoot, strafe, etc.; bow and arrow shooting: when the virtual character uses a virtual bow and arrow, he can shoot arrows and aim and shoot.

[0052] As mentioned above, displaying character moves and weapon moves on one panel can reduce the trouble of players switching between different display interfaces and improve the convenience of operation. At the same time, displaying all available action moves together allows players to see the skills they can use at a glance, improving the intuitiveness and ease of use of the game.

[0053] An optional implementation manner, when the action moves displayed on the move panel include weapon moves, one weapon move corresponds to a first virtual weapon or a second virtual weapon, and the same first virtual weapon or second virtual weapon corresponds to at least one virtual weapon. For example, the multiple weapon moves corresponding to the virtual sword include an upward thrust move, a forward slash move, and a spinning slash move. For another example, the multiple weapon moves corresponding to the virtual axe include a chopping move, a jumping slash move, and a continuous slash move. This is just an example, and the embodiments of the present application do not impose any restrictions on this. In this way, each virtual weapon corresponds to its unique weapon move, and the player can choose the most suitable virtual weapon according to factors such as the type of enemy and environmental conditions, and display its corresponding specific weapon move.

[0054] S30. In response to the first move setting operation, the action move corresponding to the first move setting operation is set as a target action move corresponding to a target virtual weapon, where the target virtual weapon includes at least one of the following: a first virtual weapon and a second virtual weapon.

[0055] In the above, the target virtual weapon includes at least one of the following: a first virtual weapon and a second virtual weapon. That is, the player can set a target action for any one of the first virtual weapon and at least one second virtual weapon.

[0056] In the above, the first move setting operation is to perform a selection operation on one of the action moves of the target virtual weapon, that is, to set the action move corresponding to the first move setting operation as the target action move corresponding to the target virtual weapon.

[0057] In an optional implementation, the action moves corresponding to the first virtual weapon and the second virtual weapon are displayed in the move panel, and the action move corresponding to the first move setting operation is set as the target action move corresponding to the target virtual weapon. The target virtual weapon is the virtual weapon corresponding to the action move corresponding to the first move setting operation in the move panel.

[0058] Table 1

[0059] Virtual weapons Actions Virtual weapon 1 (i.e. the first virtual weapon) Action 11, Action 12, Action 13 Virtual weapon 2 (i.e. second virtual weapon) Action 21, Action 22, Action 23 Virtual weapon 3 (the second virtual weapon) Action 31, Action 32, Action 33

[0060] As shown in Table 1, in the move panel, the action moves corresponding to virtual weapon 1 include action moves 11, action moves 12, and action moves 13; the action moves corresponding to virtual weapon 2 include action moves 21, action moves 22, and action moves 23; the action moves corresponding to virtual weapon 3 include action moves 31, action moves 32, and action moves 33.

[0061] Exemplarily, in combination with the action moves corresponding to the first virtual weapon and the second virtual weapon shown in Table 1, it is assumed that the action move corresponding to the first move setting operation is action move 22. Since the virtual weapon corresponding to action move 22 is virtual weapon 2 (that is, the target virtual weapon), action move 22 is determined as the target action move corresponding to virtual weapon 2.

[0062] S40, in response to the weapon switching instruction, switching the virtual weapon currently held by the virtual character from the first virtual weapon to the target second virtual weapon corresponding to the weapon switching instruction, and controlling the virtual character to perform the target action corresponding to the target second virtual weapon.

[0063] The triggering method for generating the weapon switching instruction can be to perform a switching operation on the target virtual weapon to trigger the generation of the weapon switching instruction. The weapon switching instruction is used to instruct to switch the virtual weapon currently held by the virtual character to the target second virtual weapon corresponding to the weapon switching instruction.

[0064] In an embodiment of the present application, in response to a weapon switching instruction for a target second virtual weapon, the virtual weapon currently held by the virtual character is switched from the first virtual weapon to the target second virtual weapon, and the virtual character is controlled to perform the target action moves corresponding to the target second virtual weapon.

[0065] As described above, depending on the type of terminal device held by the user, the generation method of the weapon switching instruction for the target second virtual weapon is also different. In the case where the current terminal device belongs to a touch screen terminal device, the player can trigger the generation of a weapon switching instruction for the target second virtual weapon by performing a specific weapon switching trigger operation on any second virtual weapon (i.e., a virtual weapon that is not currently held by a virtual character) (i.e., the second virtual weapon corresponding to the weapon switching trigger operation is determined as the target second virtual weapon). As described above, the specific weapon switching trigger operation performed on the target second virtual weapon includes but is not limited to long press operation, single click, double click, etc., which is only an example, and the embodiment of the present application does not make any limitation on this. In the case where the current terminal device belongs to a non-touch screen terminal device, the player can trigger the generation of a weapon switching instruction for the target second virtual weapon by sliding the middle mouse button up and down, or pressing a specific button on the keyboard. As described above, the pressing operation includes but is not limited to long press, click, etc., which is only an example.

[0066] In an embodiment of the present application, based on the above step S30, the player can set corresponding target action moves for the first virtual weapon and the second virtual weapon. Once a weapon switching instruction for the target second virtual weapon is responded to, the virtual weapon currently held by the virtual character is switched from the first virtual weapon to the target second virtual weapon corresponding to the weapon switching instruction, and the virtual character is controlled to automatically perform the target action move corresponding to the target second virtual weapon. In response to the weapon switching instruction, the game system controls the virtual character to automatically perform the target action move corresponding to the target second virtual weapon, without the player having to perform any control operation, and at the same time, it can ensure that the virtual character can achieve continuity in performing the action moves using the previous virtual weapon and the next virtual weapon at the moment of switching virtual weapons, thereby improving the player's gaming experience.

[0067] The control method in the game provided by the embodiment of the present application displays a graphical user interface, which includes a part of a virtual scene and a virtual character located in the virtual scene, wherein the virtual character is configured to hold a first virtual weapon and be equipped with at least one second virtual weapon. In response to a move display instruction, the move panel is controlled to be displayed, and the move panel includes a first virtual weapon and / or at least one second virtual weapon, and at least one action move. In response to a first move setting operation, the action move corresponding to the first move setting operation is set to a target action move corresponding to a target virtual weapon, and the target virtual weapon includes at least one of the following: a first virtual weapon and a second virtual weapon. In response to a weapon switching instruction, the virtual weapon currently held by the virtual character is switched from the first virtual weapon to the target second virtual weapon corresponding to the weapon switching instruction, and the virtual character is controlled to perform the target action move corresponding to the target second virtual weapon.

[0068] Compared with the prior art, the present application controls the display of a move panel in response to a move display instruction, and the move panel includes a first virtual weapon and / or at least one second virtual weapon, and at least one action move. In this way, the player can hold the current virtual weapon, i.e., the first virtual weapon, and the player only needs to perform a simple and convenient game operation such as triggering the generation of a move display instruction to call out the move panel. The player can view the first virtual weapon and / or each second virtual weapon, and at least one action move through the move panel. Furthermore, in response to the first move setting operation, the action move corresponding to the first move setting operation is set as the target action move corresponding to the target virtual weapon. The player can set the corresponding target action moves for the first virtual weapon and / or the second virtual weapon. In this way, when the player switches the virtual weapon currently held by the virtual character to the second virtual weapon set with the target action move, the game system can quickly and automatically control the virtual character to hold the switched target second virtual weapon and perform the target action move corresponding to the target second virtual weapon. In this way, the virtual character immediately performs the target action move corresponding to the target second virtual weapon at the moment the weapon switching is completed, thereby ensuring the continuity of the action move release of the virtual weapons before and after the switching, thereby enhancing the user's game combat experience.

[0069] Based on the above embodiments, the control method in the game provided by the embodiments of the present application is further described below.

[0070] In an optional implementation manner, the graphical user interface further includes a weapon column, wherein the weapon column includes a first virtual weapon and a plurality of second virtual weapons.

[0071] In the above, the weapon bar displayed on the graphical user interface shows multiple virtual weapons, which are virtual weapons that the player can currently use directly. It should be noted that the virtual character can only use one of the virtual weapons at the same time. The player can switch to hold the second virtual weapon through the weapon switching operation.

[0072] In the embodiment of the present application, different types of operation controls are required to perform different weapon switching operations according to the different types of terminal devices held by the user. Figure 2 and Figure 3 , an exemplary description is given of the manner in which different weapon switching operations are performed through different types of terminal devices. Figure 2 A schematic diagram of a weapon switching operation corresponding to a non-touch screen terminal device provided in one embodiment of the present application, Figure 3 A schematic diagram of a weapon switching operation corresponding to a non-touch screen terminal device provided in another embodiment of the present application, Figure 4 A schematic diagram of a weapon switching operation corresponding to a touch screen terminal device provided in one embodiment of the present application.

[0073] For example, when the terminal device is a non-touch terminal device such as a desktop computer or a laptop computer, the weapon bar is displayed on the non-touch screen. The weapon switching operation on this type of non-touch screen can be performed by triggering operations such as single-clicking or double-clicking a mouse by pressing the left or right button, or by using physical buttons on the keyboard or operating devices such as a game controller to switch the virtual weapons held by the virtual character on the graphical user interface, that is, to switch the virtual weapon currently held by the virtual character to another virtual weapon in the weapon bar, but not limited to this.

[0074] like Figure 2 As shown, it includes interface (a) and interface (b). As shown in interface (a), the graphical user interface 200 shows that a virtual character 201 is holding a virtual weapon 2023 (i.e., the first virtual weapon). It should be noted that, as shown in the weapon bar 203, the virtual character 201 is currently holding a virtual weapon 2023. When the player performs a weapon switching operation, he will select one of the virtual weapon 2021 (i.e., the second virtual weapon) and the virtual weapon 2022 (i.e., the second virtual weapon) to switch. As shown on the right side of interface (a), the player uses his finger to slide the middle button of the mouse 204 (i.e., the external device) downward. As shown in interface (b), the virtual weapon currently held by the virtual character 201 is switched from virtual weapon 2023 to virtual weapon 2022 (i.e., the second virtual weapon). It is understandable that after the virtual character 201 completes the virtual weapon switching, the virtual weapon 222 currently held by the virtual character shown in the weapon bar 203, the player will select one of the virtual weapon 2021 and the virtual weapon 2023 to switch the next time he performs a weapon switching operation.

[0075] like Figure 3 As shown, it includes interface (a) and interface (b). As shown in interface (a), the graphical user interface 200 shows that a virtual character 201 is holding a virtual weapon 2023 (i.e., the first virtual weapon). As shown on the right side of interface (a), the player uses his finger to slide the middle button of the mouse 204 (i.e., the external device) upward. As shown in interface (b), the virtual weapon currently held by the virtual character 201 is switched from virtual weapon 223 to virtual weapon 2021 (i.e., the second virtual weapon). It can be understood that after the virtual character 201 completes the virtual weapon switching, the virtual weapon 2021 currently held by the virtual character shown in the weapon bar 203, the player will select one of the virtual weapons 222 and 223 to switch the next time he performs a weapon switching operation.

[0076] For another example, when the terminal device is a touch screen terminal device such as a mobile phone, tablet computer, or game console, a weapon bar is displayed on the display screen of the touch screen device, and the weapon bar includes a first virtual weapon held by a virtual character and multiple virtual weapons not held by the virtual character. The user can use a finger to slide up, down, left, right, etc., long press, click, double-click, etc. on one of the virtual weapons in the weapon bar that is not held by the virtual character, that is, perform weapon switching operations, and the embodiments of the present application do not impose any restrictions on this. Figure 4 As shown, Figure 4 As shown, it includes interface (a) and interface (b). As shown in interface (a), the graphical user interface 400 shows that the virtual character 401 is holding a virtual weapon 4023 (i.e., the first virtual weapon). At the same time, as shown in interface (a), it can be seen that the player uses a finger to perform a trigger operation on the virtual weapon 4021, such as a single-click operation, to perform a weapon switching operation of switching the currently held virtual weapon to the virtual weapon 4021. As shown in interface (b), the virtual weapon currently held by the virtual character 401 is switched from virtual weapon 4023 to virtual weapon 4021 (i.e., the second virtual weapon). It is understandable that after the virtual character 401 completes the virtual weapon switching, the virtual weapon 4021 currently held by the virtual character shown in the weapon bar 403, the player will select one of the virtual weapons 4022 and 4023 to switch the next time he performs a weapon switching operation.

[0077] In an optional implementation, at least one action move in the move panel includes action moves corresponding to the first virtual weapon and / or multiple second virtual weapons. In this way, the user can select the action moves corresponding to the first virtual weapon to perform, and for the second virtual weapon that is not currently held and is being assembled, the player can select from the action moves corresponding to the second virtual weapon and set it as the target action move corresponding to the second virtual weapon. In this way, once the user switches the currently held virtual weapon to the second virtual weapon, the system can directly control the virtual character to perform the target virtual weapon corresponding to the second virtual weapon.

[0078] In an optional implementation, based on at least one action move in the move panel including action moves corresponding to the first virtual weapon and / or multiple second virtual weapons, the target second virtual weapon is the virtual weapon corresponding to the action move corresponding to the first move setting operation. Alternatively, the target second virtual weapon is the virtual weapon selected by the first move setting operation. In this way, by setting the target second virtual weapon to the virtual weapon corresponding to the action move corresponding to the first move setting operation or the target second virtual weapon to the virtual weapon selected by the first move setting operation, the player's repeated selection of weapons can be reduced. This simplified operation reduces the player's memory burden and improves operation efficiency.

[0079] In an optional implementation, on the basis that the graphical user interface also includes a weapon bar (wherein the weapon bar includes a first virtual weapon and a plurality of second virtual weapons), a possible implementation of step S20 "controlling the display of a move panel" includes step S201:

[0080] S201. Control to switch the weapon bar to the move panel.

[0081] In the embodiment of the present application, the graphical user interface also includes a weapon bar, which includes a first virtual weapon and multiple second virtual weapons, so that the user can clearly know the detailed information of the first virtual weapon currently held by him and at least one second virtual weapon equipped. The player can quickly switch the weapon bar to the move panel through the move display instruction to view the current first virtual weapon and the second virtual weapon, and at least one action move. This fast switching capability is particularly important in combat, which can improve the player's reaction speed and operation efficiency.

[0082] In an optional implementation, when the first move setting operation is implemented through an external device, at least one action move corresponding to the second virtual weapon and a prompt mark are displayed on the move panel, and the prompt mark is used to indicate the direction in which the external device should move when the external device switches to an action move corresponding to a different second virtual weapon, and the moving direction indicated by the prompt mark includes a first direction and a second direction opposite to the first direction.

[0083] As mentioned above, external devices include but are not limited to game controllers, keyboards, mice, etc.

[0084] In an embodiment of the present application, when the first move setting operation is implemented through an external device, at least one action move corresponding to each second virtual weapon and a prompt mark are displayed on the move panel. Among them, the prompt mark is used to indicate the direction in which the external device is to move when the external device switches to select the action moves corresponding to different second virtual weapons, and the moving direction indicated by the prompt mark includes a first direction and a second direction opposite to the first direction. Taking the external device as a mouse as an example, the middle button of the mouse (i.e., the mouse wheel) can slide up and down, that is, the first direction and the second direction can be upward and downward respectively, or, that is, the first direction and the second direction can be downward and upward respectively.

[0085] Before step S30 "in response to the first move setting operation, setting the action move corresponding to the first move setting operation as the target action move corresponding to the target virtual weapon", steps S301-S302 are also included:

[0086] S301: In response to an external device moving along a first direction, a second virtual weapon corresponding to the first direction is determined as a target virtual weapon. Or,

[0087] S302: In response to the external device moving along a second direction, determine a second virtual weapon corresponding to the second direction as a target virtual weapon.

[0088] In an embodiment of the present application, the user can determine the moving direction of the external device according to the moving directions indicated by the prompt icons on the move panel, namely the first direction and the second direction, and then target the virtual weapon corresponding to the moving direction of the external device.

[0089] Next, combine Figure 5 As a specific example, assuming that the user uses an external device - a mouse to press down the middle button of the mouse to trigger the generation of a move display instruction, steps S301-S302 are exemplarily described. Figure 5 A schematic diagram of a user triggering the display of a move panel and determining a target virtual weapon provided in one embodiment of the present application.

[0090] like Figure 5 As shown in the figure, the graphical user interface 200 includes an interface (a), an interface (b) and an interface (c). As shown in the interface (a), the graphical user interface 200 displays the virtual character 201 currently holding a virtual weapon 2023 (i.e., the first virtual weapon), and displays a weapon bar 203, which displays a virtual weapon 2021 (i.e., the second virtual weapon), a virtual weapon 2022 (i.e., the second virtual weapon) and a virtual weapon 2023 (i.e., the first virtual weapon). At the same time, as shown in the content on the right side of the interface (a), the player performs a downward pressing operation on the middle mouse button of the mouse 204 (i.e., generating a move display instruction). Subsequently, as shown in the interface (b), the weapon bar 203 in the graphical user interface 200 switches to display a move panel 205. Among them, the move panel 205 includes a virtual weapon 2021 (i.e., the second virtual weapon), a virtual weapon 2022 (i.e., the second virtual weapon) and the action moves corresponding to each virtual weapon. The three action moves corresponding to the virtual weapon 2021 are action moves 2051, action moves 2052, and action moves 2053. The three action moves corresponding to the virtual weapon 2022 are action moves 2041, action moves 2042, and action moves 2043. At the same time, it can be seen that as shown on the right side of the interface (b), the player performs the operation of pressing down on the mouse 204 and moving the entire mouse upward. As shown in the interface (b), the action move 2051 is selected, and the virtual weapon 2021 corresponding to the action move 2051 is determined as the target virtual weapon. Subsequently, as shown in the interface (c), the player performs the operation of pressing down on the mouse 204 and moving the entire mouse downward. As shown in the interface (c), the action move 2041 is selected, and the virtual weapon 2022 corresponding to the action move 2041 is determined as the target virtual weapon.

[0091] In an optional implementation manner, on the basis that the graphical user interface also includes a weapon bar (the weapon bar includes a first virtual weapon and a plurality of second virtual weapons), after step S30 "responding to a first move setting operation, setting an action move corresponding to the first move setting operation as a target action move corresponding to a target virtual weapon", the control method in the game provided by the embodiment of the present application further includes step S303:

[0092] S303. In response to a cancel display instruction for the move panel, the move panel is switched to display an updated weapon column, and the target action move corresponding to the target virtual weapon is added to the updated weapon column.

[0093] In the embodiment of the present application, in response to the first move setting operation, after the action move corresponding to the first move setting operation is set as the target action move corresponding to the target virtual weapon, the move panel is switched to display the updated weapon bar, and the target action move corresponding to the target virtual weapon is added to the updated weapon bar. In this way, the player can intuitively see the target action move corresponding to the target virtual weapon corresponding to the first move setting operation, and in this way, when the weapon bar is displayed, the player can intuitively see the target action move corresponding to the target virtual weapon.

[0094] Next, combine Figure 6 and one A specific example is used to exemplify the above step S303. Figure 6 A schematic diagram of switching the move panel to display an updated weapon bar is provided for one embodiment of the present application.

[0095] like Figure 6As shown in the figure, it includes interface (a), interface (b), interface (c) and interface (d). As shown in interface (a), a move panel 205 is displayed on the graphical user interface 200. Among them, the move panel 205 includes a virtual weapon 2021, a virtual weapon 2022 and their respective corresponding action moves. The three action moves corresponding to the virtual weapon 2021 are action moves 2051, action moves 2052 and action moves 2053; the three action moves corresponding to the virtual weapon 2022 are action moves 2041, action moves 2042 and action moves 2043. At the same time, it can be seen that as shown on the right side of the interface (a), the player performs the operation of pressing down on the mouse 204 and moving the entire mouse upward. As shown in the graphical user interface 200 in the interface (a), the action move 2051 is selected, that is, the action move 2051 is set as the target action move corresponding to the virtual weapon 2021. Subsequently, as shown in the content on the right side of the interface (a), the player cancels the operation of pressing down the middle button of the mouse 204. As shown in the interface (b), the move panel 205 is switched to the updated weapon column 203, and the updated weapon column adds the target action move 2051 corresponding to the virtual weapon 221. As shown in the content on the right side of the interface (b), the player performs a downward pressing operation on the middle button of the mouse 204. Subsequently, as shown in the interface (c), the graphical user interface 200 displays that the weapon column 203 is switched to the move panel 205. As shown in the content on the right side of the interface (c), the player performs an operation of pressing down on the mouse 204 while moving the entire mouse downward. As shown in the graphical user interface 200 in the interface (c), the action move 2041 is selected, that is, the action move 2041 is set as the target action move corresponding to the virtual weapon 222. Subsequently, as shown in the content on the right side of the interface (c), the player cancels the operation of pressing down the middle button of the mouse 204. Subsequently, as shown in interface (d), the move panel 205 is switched to display the updated weapon bar 203, in which the target action move 2051 corresponding to the virtual weapon 2021 is added, and the target action move 2041 corresponding to the virtual weapon 2022 is further added.

[0096] In an optional implementation manner, the maximum number of target action moves of the target virtual weapon is one. After step S30 "responding to the first move setting operation, setting the action move corresponding to the first move setting operation as the target action move corresponding to the target virtual weapon", the control method in the game provided by the embodiment of the present application further includes step S304:

[0097] S304: In response to the second move setting operation, the target action move corresponding to the target virtual weapon is switched to the action move corresponding to the second move setting operation.

[0098] As mentioned above, the second move setting operation and the first move setting operation are move setting operations for setting different target action moves for the target virtual weapon.

[0099] Exemplarily, in the case where the maximum number of target action moves of the target virtual weapon is one. Assuming that the target virtual weapon is virtual weapon 11, the action moves corresponding to the virtual weapon 11 in the move panel include action moves 11, action moves 12, and action moves 13. Assuming that a move setting operation is to set action move 11 as the target action move corresponding to the virtual weapon 11, and then a second move setting operation is to set action move 13 as the target action move corresponding to the virtual weapon 11, the target action move corresponding to the virtual weapon 11 is switched from action move 11 to action move 13.

[0100] In an optional implementation manner, a maximum setting number of target action moves of the target virtual weapon is a preset number threshold, and the preset number threshold is greater than one.

[0101] In an embodiment of the present application, a user can set multiple target action moves for a target virtual weapon, so that the player can select different action moves for the target virtual weapon according to combat requirements to achieve a move combination, thereby increasing the diversity of tactics.

[0102] In an optional implementation manner, on the basis that the maximum setting number of target action moves of the target virtual weapon is a preset number threshold (wherein the preset number threshold is greater than one), after step S30 "responding to the first move setting operation, setting the action move corresponding to the first move setting operation as the target action move corresponding to the target virtual weapon", the control method in the game provided by the embodiment of the present application further includes step S305:

[0103] S305: When the number of target action moves corresponding to the target virtual weapon is less than a preset number threshold, in response to a third move setting operation, the action move corresponding to the third move setting operation is set as the target action move corresponding to the target virtual weapon.

[0104] In an optional implementation, based on step S305, the control method in the game provided in the embodiment of the present application further includes step S3051:

[0105] When the number of target action moves corresponding to the target virtual weapon is equal to a preset number threshold, in response to the third move setting operation, the earliest set target action move among the target action moves corresponding to the target virtual weapon is canceled, and the action move corresponding to the third move setting operation is added as the target action move corresponding to the target virtual weapon.

[0106] Exemplarily, when the number of target action moves corresponding to the target virtual weapon is equal to 3 (i.e., the preset number threshold), the target action moves are set to action moves 22, action moves 23, and action moves 21 for the target virtual weapon. Now, in response to the third move setting operation (i.e., setting action moves 25 as the target action moves corresponding to the target virtual weapon). Since the number of target action moves corresponding to the current target virtual weapon is equal to 3, the earliest set target action move, i.e., action move 22, among the target action moves corresponding to the target virtual weapon is canceled, and the action moves corresponding to the third move setting operation are added as the target action moves corresponding to the target virtual weapon. Afterwards, the target action moves corresponding to the updated target virtual weapon and the order of setting are action moves 23, action moves 21, and action moves 24.

[0107] In an optional implementation manner, based on step S305, the control method in the game provided in the embodiment of the present application further includes step S3052:

[0108] When the number of target action moves corresponding to the target virtual weapon is greater than one, the execution order of the target action moves corresponding to the target virtual weapon is determined according to the setting sequence of the target action moves, and the execution sequence of the target action moves is consistent with the setting sequence of the target action moves.

[0109] Optionally, the operation of determining the order of performing the target action moves can be performed through an external device such as a keyboard, by using the number keys 1, 2, 3 on the keyboard to set the order of performing the currently selected action moves.

[0110] For example, keys 1, 2, and 3 on the keyboard are used to set the corresponding order 1, 2, and 3, respectively. When an action move 3 corresponding to a virtual weapon 1 is selected, the key 1 is triggered and pressed, and the action move 3 is used as the first target action move to be performed by the virtual weapon 1. When an action move 2 corresponding to a virtual weapon 1 is selected, the key 2 is triggered and pressed, and the action move 2 is used as the second target action move to be performed by the virtual weapon 1. Therefore, the two target action moves corresponding to the virtual weapon 1 are, in order of performance, action move 3 and action move 2.

[0111] Optionally, the operation of determining the order of performing the action moves can be performed through an external device such as a game controller, by using buttons or joysticks on the game controller to set the order of performing the currently selected action moves.

[0112] Exemplarily, the order of performing the action moves is set by using the joystick on the game controller. For example, the angles of the joystick on the game controller are 0 degrees, 90 degrees, 180 degrees, and 270 degrees, which are used to set the corresponding order of 1, 2, 3, and 4, respectively. Exemplarily, when an action move 2 corresponding to a virtual weapon 2 is selected, the angle of the joystick is triggered to 0 degrees, and the action move 2 is used as the first target action move to be performed by the virtual weapon 2. When an action move 1 corresponding to a virtual weapon 2 is selected, the angle of the joystick is triggered to 90 degrees, and the action move 1 is used as the third target action move to be performed by the virtual weapon 2. Therefore, the two target action moves corresponding to the virtual weapon 2 are, in order of performance, action move 2 and action move 1.

[0113] In an optional implementation, based on step S3052, step S40 "controls the virtual character to perform the target action corresponding to the target second virtual weapon", the control method in the game provided by the embodiment of the present application further includes step S3041:

[0114] S3041. According to the order of performing the target action moves, control the virtual character to perform the target action moves corresponding to the target second virtual weapon in sequence.

[0115] In the embodiment of the present application, the player can pre-set the order of performing the target action moves for the target virtual weapon, and the virtual character will automatically execute in this order. This automated execution reduces the number of manual operations of the player and improves the operating efficiency. At the same time, in an emergency, the player can quickly trigger the virtual character to display a series of target action moves of the target virtual weapon through the preset execution order, without having to select one by one, which improves the reaction speed.

[0116] The control device in the game provided by the present application is described below. The control device in the game described below and the control method in the game described above can be referenced to each other.

[0117] Figure 7 This is a schematic diagram of the structure of a control device in a game provided by one embodiment of the present application. Figure 7 As shown, the control device 700 in the game includes: a display module 701 , a control module 702 , a determination module 703 , and a processing module 704 .

[0118] A display module, configured to display a graphical user interface, wherein the graphical user interface includes a portion of a virtual scene and a virtual character located in the virtual scene, wherein the virtual character is configured to hold a first virtual weapon and be equipped with at least one second virtual weapon;

[0119] A control module, configured to control the display of a move panel in response to a move display instruction, wherein the move panel includes the first virtual weapon and / or at least one second virtual weapon, and at least one action move;

[0120] A determination module is configured to, in response to a first move setting operation, set the action move corresponding to the first move setting operation as a target action move corresponding to a target virtual weapon, wherein the target virtual weapon includes at least one of the following: the first virtual weapon and the second virtual weapon;

[0121] The processing module is used to respond to the weapon switching instruction, switch the virtual weapon currently held by the virtual character from the first virtual weapon to the target second virtual weapon corresponding to the weapon switching instruction, and control the virtual character to perform the target action corresponding to the target second virtual weapon.

[0122] In an optional implementation manner, the graphical user interface further includes a weapon bar, and the weapon bar includes the first virtual weapon and a plurality of the second virtual weapons; and the control module is specifically configured to:

[0123] Controls switching the weapon bar to display as a move panel.

[0124] In an optional implementation manner, the action moves include at least one of the following: character moves and weapon moves; wherein the character moves refer to moves associated with the skills or actions of the virtual character itself, and the weapon moves refer to moves associated with a virtual weapon.

[0125] In an optional implementation manner, the at least one action move includes action moves corresponding to the first virtual weapon and / or multiple second virtual weapons respectively.

[0126] In an optional implementation manner, the target second virtual weapon is the virtual weapon corresponding to the action move corresponding to the first move setting operation; or, the target second virtual weapon is the virtual weapon selected by the first move setting operation.

[0127] In an optional implementation manner, the maximum number of target action moves of the target virtual weapon is one; and the determination module is further used to:

[0128] In response to the second move setting operation, the target action move corresponding to the target virtual weapon is switched to the action move corresponding to the second move setting operation.

[0129] In an optional implementation manner, the maximum setting number of target action moves of the target virtual weapon is a preset number threshold, and the preset number threshold is greater than one; and the determination module is further used to:

[0130] When the number of target action moves corresponding to the target virtual weapon is less than the preset number threshold, in response to a third move setting operation, the action move corresponding to the third move setting operation is set as the target action move corresponding to the target virtual weapon.

[0131] In an optional implementation manner, the determining module is further configured to:

[0132] When the number of target action moves corresponding to the target virtual weapon is equal to the preset number threshold, in response to the third move setting operation, the earliest set target action move among the target action moves corresponding to the target virtual weapon is canceled, and the action move corresponding to the third move setting operation is added as the target action move corresponding to the target virtual weapon.

[0133] In an optional implementation manner, the determining module is further configured to:

[0134] When the number of target action moves corresponding to the target virtual weapon is greater than one, the execution order of each target action move corresponding to the target virtual weapon is determined according to the setting order of each target action move, and the execution order of the target action moves is consistent with the setting order of the target action moves.

[0135] In an optional implementation manner, the processing module is specifically used for:

[0136] According to the execution order of the target action moves, the virtual character is controlled to sequentially execute the target action moves corresponding to the target second virtual weapon.

[0137] In an optional implementation manner, the determining module is further configured to:

[0138] In response to a cancel display instruction for the move panel, the move panel is switched to display an updated weapon column, and the updated weapon column is additionally displayed with a target action move corresponding to the target virtual weapon.

[0139] In an optional implementation manner, when the first move setting operation is implemented through an external device, the move panel displays at least one action move corresponding to the second virtual weapon and a prompt mark, the prompt mark is used to indicate the direction in which the external device is to move when the external device switches to select a different action move corresponding to the second virtual weapon, and the moving direction indicated by the prompt mark includes a first direction and a second direction opposite to the first direction;

[0140] The determining module is also used for:

[0141] In response to the external device moving along the first direction, determining the second virtual weapon corresponding to the first direction as the target virtual weapon; or,

[0142] In response to the external device moving along the second direction, a second virtual weapon corresponding to the second direction is determined as a target virtual weapon.

[0143] The control device in the game provided in this embodiment can be used to execute the technical solution of the control method embodiment in the above game. Its implementation principle and technical effect are similar, and this embodiment will not be repeated here.

[0144] Figure 8 A schematic diagram of the hardware structure of an electronic device provided in one embodiment of the present application is shown in FIG. Figure 8 As shown, the electronic device 800 of this embodiment includes: a processor 801 and a memory 802;

[0145] Memory 802, used to store computer-executable instructions;

[0146] The processor 801 is used to execute the computer-executable instructions stored in the memory to implement the various steps executed by the control method in the game in the above embodiment. For details, please refer to the relevant description in the above method embodiment.

[0147] Optionally, the memory 802 may be independent or integrated with the processor 801 .

[0148] When the memory 802 is independently provided, the electronic device further includes a bus 803 for connecting the memory 802 and the processor 801 .

[0149] One embodiment of the present application further provides a computer-readable storage medium, in which computer-executable instructions are stored. When a processor executes the computer-executable instructions, a technical solution corresponding to the control method in the game in any of the above embodiments executed by the above electronic device is implemented.

[0150] One embodiment of the present application also provides a computer program product, which includes: a computer program, which is stored in a readable storage medium. At least one processor of an electronic device can read the computer program from the readable storage medium, and at least one processor executes the computer program so that the electronic device executes the technical solution corresponding to the control method in the game in any of the above embodiments.

[0151] 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.

[0152] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the modules is only a logical function division. There may be other division methods in actual implementation, such as multiple modules can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or modules, which can be electrical, mechanical or other forms.

[0153] The above-mentioned integrated module implemented in the form of a software function module can be stored in a computer-readable storage medium. The above-mentioned software function module is stored in a storage medium, including a number of instructions for enabling an electronic device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application.

[0154] It should be understood that the processor may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), etc. A general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the invention may be directly implemented as being executed by a hardware processor, or may be implemented by a combination of hardware and software modules in the processor.

[0155] The memory may include a high-speed RAM memory, and may also include a non-volatile storage NVM, such as at least one disk memory, and may also be a USB flash drive, a mobile hard disk, a read-only memory, a magnetic disk or an optical disk, etc.

[0156] The bus may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, the bus in the drawings of the present application is not limited to only one bus or one type of bus.

[0157] The above storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic disk or optical disk. The storage medium can be any available medium that can be accessed by a general or special purpose computer.

[0158] Those skilled in the art can understand that all or part of the steps of implementing the above-mentioned method embodiments can be completed by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, the steps of the above-mentioned method embodiments are executed; and the aforementioned storage medium includes: ROM, RAM, disk or optical disk and other media that can store program codes.

[0159] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit it. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or replace some or all of the technical features therein with equivalents. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present application.

Claims

1. A control method in a game, characterized in that: The method comprises: Displaying a graphical user interface, the graphical user interface including a portion of a virtual scene and a virtual character located in the virtual scene, wherein the virtual character is configured to hold a first virtual weapon and be equipped with at least one second virtual weapon; In response to a move display instruction, controlling the display of a move panel, wherein the move panel includes the first virtual weapon and / or at least one second virtual weapon, and at least one action move; In response to a first move setting operation, setting the action move corresponding to the first move setting operation as a target action move corresponding to a target virtual weapon, the target virtual weapon comprising at least one of the following: the first virtual weapon and the second virtual weapon; In response to the weapon switching instruction, the virtual weapon currently held by the virtual character is switched from the first virtual weapon to a target second virtual weapon corresponding to the weapon switching instruction, and the virtual character is controlled to perform a target action corresponding to the target second virtual weapon.

2. The method according to claim 1, characterized in that The graphical user interface also includes a weapon bar, which includes the first virtual weapon and a plurality of the second virtual weapons; the control display move panel includes: Controls switching the weapon bar to display as a move panel.

3. The method according to claim 1, characterized in that The action moves include at least one of the following: character moves and weapon moves; wherein the character moves refer to moves associated with the skills or actions of the virtual character itself, and the weapon moves refer to moves associated with a virtual weapon.

4. The method according to claim 1, characterized in that: The at least one action move includes the action moves corresponding to the first virtual weapon and / or multiple second virtual weapons respectively.

5. The method according to claim 4, characterized in that The target second virtual weapon is the virtual weapon corresponding to the action move corresponding to the first move setting operation; or, the target second virtual weapon is the virtual weapon selected by the first move setting operation.

6. The method according to claim 1, characterized in that The maximum number of target action moves of the target virtual weapon is one; after the action move corresponding to the first move setting operation is set as the target action move corresponding to the target virtual weapon in response to the first move setting operation, the method further includes: In response to the second move setting operation, the target action move corresponding to the target virtual weapon is switched to the action move corresponding to the second move setting operation.

7. The method according to claim 1, characterized in that The maximum setting number of target action moves of the target virtual weapon is a preset number threshold, and the preset number threshold is greater than one; After the step of responding to the first move setting operation and setting the action move corresponding to the first move setting operation as the target action move corresponding to the target virtual weapon, the method further includes: When the number of target action moves corresponding to the target virtual weapon is less than the preset number threshold, in response to a third move setting operation, the action move corresponding to the third move setting operation is set as the target action move corresponding to the target virtual weapon.

8. The method according to claim 7, characterized in that The method further comprises: When the number of target action moves corresponding to the target virtual weapon is equal to the preset number threshold, in response to the third move setting operation, the earliest set target action move among the target action moves corresponding to the target virtual weapon is canceled, and the action move corresponding to the third move setting operation is added as the target action move corresponding to the target virtual weapon.

9. The method according to claim 7, characterized in that: The method further comprises: When the number of target action moves corresponding to the target virtual weapon is greater than one, the execution order of each target action move corresponding to the target virtual weapon is determined according to the setting order of each target action move, and the execution order of the target action moves is consistent with the setting order of the target action moves.

10. The method according to claim 9, characterized in that The controlling the virtual character to perform a target action corresponding to the target second virtual weapon includes: According to the execution order of the target action moves, the virtual character is controlled to sequentially execute the target action moves corresponding to the target second virtual weapon.

11. The method according to claim 2, characterized in that After the step of responding to the first move setting operation and setting the action move corresponding to the first move setting operation as the target action move corresponding to the target virtual weapon, the method further includes: In response to a cancel display instruction for the move panel, the move panel is switched to display an updated weapon column, and the updated weapon column is additionally displayed with a target action move corresponding to the target virtual weapon.

12. The method according to claim 1, characterized in that In the case where the first move setting operation is implemented through an external device, the move panel displays at least one action move corresponding to the second virtual weapon and a prompt mark, the prompt mark is used to indicate the direction in which the external device is to move when the external device switches to select a different action move corresponding to the second virtual weapon, and the moving direction indicated by the prompt mark includes a first direction and a second direction opposite to the first direction; Before the step of setting the action move corresponding to the first move setting operation as the target action move corresponding to the target virtual weapon in response to the first move setting operation, the method further includes: In response to the external device moving along the first direction, determining the second virtual weapon corresponding to the first direction as the target virtual weapon; or, In response to the external device moving along the second direction, a second virtual weapon corresponding to the second direction is determined as a target virtual weapon.

13. A control device in a game, characterized in that: The device comprises: A display module, configured to display a graphical user interface, wherein the graphical user interface includes a portion of a virtual scene and a virtual character located in the virtual scene, wherein the virtual character is configured to hold a first virtual weapon and be equipped with at least one second virtual weapon; A control module, configured to control the display of a move panel in response to a move display instruction, wherein the move panel includes the first virtual weapon and / or at least one second virtual weapon, and at least one action move; A determination module is configured to, in response to a first move setting operation, set the action move corresponding to the first move setting operation as a target action move corresponding to a target virtual weapon, wherein the target virtual weapon includes at least one of the following: the first virtual weapon and the second virtual weapon; The processing module is used to respond to the weapon switching instruction, switch the virtual weapon currently held by the virtual character from the first virtual weapon to the target second virtual weapon corresponding to the weapon switching instruction, and control the virtual character to perform the target action corresponding to the target second virtual weapon.

14. An electronic device, characterized in that: The electronic device comprises: Processor; and 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 control method in the game as described in any one of claims 1 to 12 is executed.

15. 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 control method in the game according to any one of claims 1-12.