Control method and device in game, equipment and storage medium

By introducing prop roulette and selection operations in the game, the problem of low efficiency in obtaining and switching game props by virtual characters is solved, and the rapid switching of game props and the improvement of operation efficiency is achieved.

CN119499636APending Publication Date: 2025-02-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311060157.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-08-22
Publication Date
2025-02-25

AI Technical Summary

Technical Problem

The process of obtaining and switching game props by virtual characters in existing games is inefficient, and it is necessary to select and replace the currently used game props from the backpack, resulting in complex operations and is not conducive to quick switching.

Method used

By providing a prop roulette on the graphical user interface, displaying game props that can be equipped by the controlled virtual character, allowing players to switch game props by selecting operations, and providing detailed prompt information when switching.

Benefits of technology

It realizes rapid switching of game props, improves operation efficiency during the game, and simplifies the interaction between players and virtual characters.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game control method and device, equipment and a storage medium, in the game control method and device, a prop wheel disc can provide rich game prop choices for players, after the players select the game props, the players can directly replace the currently handheld first game prop with the third game prop, and therefore the game quality is improved. The game props can be quickly switched, so that the switching efficiency of the game props is improved.
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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, equipment and storage medium in a game. Background Art

[0002] When players control virtual characters to walk in the game scene, they will encounter various game props. Players can choose to obtain corresponding game props according to the needs of the current battle situation. In other words, the virtual character will obtain a variety of game props for the player to choose and use. The player can set a variety of game props currently used for the virtual character so that the player can control the virtual character to quickly switch between the various game props. However, if the player wants to use other game props obtained by the virtual character, he needs to select them from the backpack and replace the game props currently used by the virtual character with the game props selected from the backpack before he can use them. This operation method is not conducive to the rapid switching of game props. Summary of the invention

[0003] In view of this, embodiments of the present application provide a control method, apparatus, device, and storage medium in a game to improve the switching efficiency of game props during the game.

[0004] In a first aspect, an embodiment of the present application provides a control method in a game, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least part of a game scene and a first control, wherein the game scene includes a controlled virtual character, and the first control includes a first prop identifier for indicating a first game prop currently used by the controlled virtual character, and the method includes:

[0005] In response to a first trigger operation on the first control, a prop wheel is displayed on the graphical user interface, and a second prop identifier corresponding to a second game prop that can be equipped and used by the controlled virtual character is displayed in a first area of ​​the prop wheel, wherein the second game prop includes at least one of the following: a weapon, a consumable, and a tool;

[0006] In response to a first selection operation on a first target prop identifier among the second prop identifiers, displaying the first target prop identifier in a second area of ​​the prop wheel, and providing prompt information for introducing a third game prop corresponding to the first target prop identifier in the second area;

[0007] In response to the end of the first selection operation, the controlled virtual character is controlled to switch the first game prop currently in use to the third game prop, and the first prop identifier included in the first control is switched to the first target prop identifier.

[0008] Optionally, in response to the first trigger operation on the first control, displaying a prop wheel on the graphical user interface, and displaying a second prop identifier corresponding to a second game prop that can be equipped and used by the controlled virtual character in a first area of ​​the prop wheel, includes:

[0009] In response to a first sub-trigger operation on the first control, displaying a first control option list of the first control on the graphical user interface, wherein the first control option list includes a weapon option, a consumable option, and a tool option;

[0010] In response to a second sub-trigger operation for a target option in the first control option list, the prop wheel corresponding to the target option is displayed on the graphical user interface, and a second prop identifier corresponding to a second game prop included under the target option is displayed in a first area of ​​the prop wheel.

[0011] Optionally, when the prop wheel is a wheel corresponding to a weapon, a weapon switching control is further included in the second area, and the method further includes:

[0012] In response to a second trigger operation on the weapon switching control, according to the switching direction indicated by the second trigger operation, the first target item identifier in the second area is switched to a third item identifier of a fourth game item corresponding to the switching direction, and prompt information for introducing the fourth game item is provided in the second area, wherein the fourth game item and the third game item belong to the same weapon type;

[0013] In response to the end of the second trigger operation, the controlled virtual character is controlled to switch the first game prop currently in use to the fourth game prop, and to switch the first prop identifier included in the first control to the third prop identifier.

[0014] Optionally, after responding to the first sub-trigger operation, the method further includes:

[0015] replacing the first control with a first cancel control;

[0016] In response to the third trigger operation on the first cancel control, the operation of switching the current game props is canceled.

[0017] Optionally, the first sub-trigger operation, the second sub-trigger operation and the first selection operation are all click operations.

[0018] Optionally, before responding to the first trigger operation, when the first game prop is a weapon, the first control also includes a function for prompting the total number of bullets currently remaining in the first game prop and the number of bullets remaining in the current magazine.

[0019] Optionally, the first trigger operation is a long press operation, the first selection operation is a sliding operation, the first trigger operation and the first selection operation are continuous operations, and the first area displays at least two of the weapons, the consumables, and the tools.

[0020] Optionally, after responding to the first trigger operation, the method further includes:

[0021] The first control is replaced with a first selection wheel, wherein the first selection wheel includes a first preset number of first sector-shaped areas, one first sector-shaped area corresponds to one second item identifier, and the number of the second item identifiers is equal to the first preset number;

[0022] In response to a first selection operation on a first target prop identifier among the second prop identifiers, displaying the first target prop identifier in a second area of ​​the prop wheel includes:

[0023] In response to a first sliding operation on the first selection wheel, a second item mark corresponding to the first sector area indicated by the first sliding operation is displayed in the second area as the first target item mark.

[0024] Optionally, for the first fan-shaped area corresponding to the weapon prop identifier, the first fan-shaped area further includes multiple sub-fan-shaped areas, one sub-fan-shaped area corresponds to one weapon prop identifier, and the weapons corresponding to the multiple weapon prop identifiers under the same first fan-shaped area belong to the same weapon type. When the first target prop identifier is a weapon prop identifier, the method further includes:

[0025] In response to a second sliding operation on a target sub-sector-shaped area, a target weapon prop identifier corresponding to the target sub-sector-shaped area is displayed in the second area, wherein the first sliding operation and the second sliding operation are continuous operations;

[0026] In response to the end of the second sliding operation, the controlled virtual character is controlled to switch the first game prop currently in use to the weapon corresponding to the target weapon prop identifier, and the first prop identifier included in the first control is switched to the weapon corresponding to the target weapon prop identifier.

[0027] Optionally, the first selection wheel further includes a first cancellation area, and the method includes:

[0028] In response to a third sliding operation whose end position is located in the first cancellation area, the operation of switching the current game props is canceled, and the third sliding operation and the first sliding operation are continuous operations, or the third sliding operation and the second sliding operation are continuous operations.

[0029] Optionally, when the second area displays a prop identifier corresponding to a weapon, the prompt information in the second area is the total number of bullets currently remaining in the weapon corresponding to the prop identifier currently displayed in the second area and the number of bullets in the current magazine.

[0030] Optionally, a second control is also displayed on the graphical user interface, and the method includes:

[0031] In response to a click operation on the second control, a second control option list is displayed on the graphical user interface, wherein the second control option list includes: expression type interaction controls, signal type interaction controls, and action gesture type interaction controls;

[0032] In response to a click operation on a target interactive control, a first interactive wheel corresponding to the target interactive control is displayed on the graphical user interface, wherein a first interactive identifier corresponding to the interactive instruction under the target interactive control is displayed in a third area of ​​the first interactive wheel;

[0033] In response to a second selection operation on the first target interaction identifier, the first target interaction identifier is displayed in a fourth area of ​​the first interaction wheel, and prompt information for introducing an interaction instruction corresponding to the first target interaction identifier is provided in the fourth area;

[0034] In response to the end of the second selection operation, the controlled virtual character is controlled to execute the interaction instruction corresponding to the first target interaction identifier.

[0035] Optionally, the method further comprises:

[0036] In response to a long press operation on the second control, according to the current game state of the controlled virtual character, a second interaction wheel corresponding to the game state is displayed on the graphical user interface, and the second control is replaced by a second selection wheel, wherein the game state includes a combat state and an idle state, when in the combat state, the second interaction wheel displays in the third area a second interaction identifier corresponding to the interaction instruction for indicating negative expression in the expression interaction control, the signal interaction control and the action posture interaction control, and when in the idle state, the third interaction wheel displays in the third area a third interaction identifier corresponding to the interaction instruction for indicating positive expression in the expression interaction control, the signal interaction control and the action posture interaction control, the second selection wheel includes a second preset number of second sector-shaped areas, one second sector-shaped area corresponds to one interaction identifier, and the number of interaction identifiers is equal to the second preset number, and the second selection wheel also includes a second cancellation area;

[0037] In response to a fourth sliding operation on the second selection wheel, an interaction mark corresponding to the second sector area indicated by the fourth sliding operation is displayed in a fourth area of ​​the second interaction wheel, and prompt information for introducing an interaction instruction corresponding to the interaction mark indicated by the fourth sliding operation is provided in the fourth area of ​​the second interaction wheel, wherein the long press operation and the sliding operation are continuous operations;

[0038] In response to the end of the fourth sliding operation, the controlled virtual character is controlled to execute the interaction instruction corresponding to the interaction identifier indicated by the end of the fourth sliding operation.

[0039] In a second aspect, an embodiment of the present application provides a control device in a game, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least part of a game scene and a first control, wherein the game scene includes a controlled virtual character, and the first control includes a first prop identifier for prompting a first game prop currently used by the controlled virtual character, wherein the device includes:

[0040] A first response unit, configured to respond to a first trigger operation on the first control, display a prop wheel on the graphical user interface, and display a second prop identifier corresponding to a second game prop that the controlled virtual character can equip and use in a first area of ​​the prop wheel, wherein the second game prop includes at least one of the following: a weapon, a consumable, and a tool;

[0041] A second response unit, configured to respond to a first selection operation on a first target prop identifier among the second prop identifiers, display the first target prop identifier in a second area of ​​the prop wheel, and provide prompt information for introducing a third game prop corresponding to the first target prop identifier in the second area;

[0042] The third response unit is used to control the controlled virtual character to switch the first game prop currently in use to the third game prop in response to the end of the first selection operation, and to switch the first prop identifier included in the first control to the first target prop identifier.

[0043] Optionally, the first response unit is used to respond to the first trigger operation on the first control, display the prop wheel on the graphical user interface, and display the second prop identifier corresponding to the second game prop that the controlled virtual character can equip and use in the first area of ​​the prop wheel, including:

[0044] In response to a first sub-trigger operation on the first control, displaying a first control option list of the first control on the graphical user interface, wherein the first control option list includes a weapon option, a consumable option, and a tool option;

[0045] In response to a second sub-trigger operation for a target option in the first control option list, the prop wheel corresponding to the target option is displayed on the graphical user interface, and a second prop identifier corresponding to a second game prop included under the target option is displayed in a first area of ​​the prop wheel.

[0046] Optionally, when the prop wheel is a wheel corresponding to a weapon, a weapon switching control is further included in the second area, and the device further includes:

[0047] a fourth response unit, for responding to a second trigger operation on the weapon switching control, switching the first target item identifier in the second area to a third item identifier of a fourth game item corresponding to the switching direction according to the switching direction indicated by the second trigger operation, and providing prompt information for introducing the fourth game item in the second area, wherein the fourth game item and the third game item belong to the same weapon type;

[0048] The third response unit is further used to control the controlled virtual character to switch the first game prop currently in use to the fourth game prop in response to the end of the second trigger operation, and to switch the first prop identifier included in the first control to the third prop identifier.

[0049] Optionally, the device further comprises:

[0050] A first replacement unit, configured to replace the first control with a first cancel control after responding to the first sub-trigger operation;

[0051] The cancel unit is used to respond to the third trigger operation on the first cancel control and cancel the operation of switching the game props.

[0052] Optionally, the first sub-trigger operation, the second sub-trigger operation and the first selection operation are all click operations.

[0053] Optionally, before responding to the first trigger operation, when the first game prop is a weapon, the first control also includes a function for prompting the total number of bullets currently remaining in the first game prop and the number of bullets remaining in the current magazine.

[0054] Optionally, the first trigger operation is a long press operation, the first selection operation is a sliding operation, the first trigger operation and the first selection operation are continuous operations, and the first area displays at least two of the weapons, the consumables, and the tools.

[0055] Optionally, the device further comprises:

[0056] A second replacement unit, configured to replace the first control with a first selection wheel after responding to the first trigger operation, wherein the first selection wheel includes a first preset number of first sector-shaped areas, one of the first sector-shaped areas corresponds to one second item identifier, and the number of the second item identifiers is equal to the first preset number;

[0057] The second response unit is used to respond to a first selection operation on a first target prop identifier in the second prop identifier, and when the first target prop identifier is displayed in the second area of ​​the prop wheel, it includes:

[0058] In response to a first sliding operation on the first selection wheel, a second item mark corresponding to the first sector area indicated by the first sliding operation is displayed in the second area as the first target item mark.

[0059] Optionally, for the first fan-shaped area corresponding to the weapon prop identifier, the first fan-shaped area further includes multiple sub-fan-shaped areas, one sub-fan-shaped area corresponds to one weapon prop identifier, and the weapons corresponding to the multiple weapon prop identifiers under the same first fan-shaped area belong to the same weapon type. When the first target prop identifier is a weapon prop identifier, the second response unit is further used to:

[0060] In response to a second sliding operation on a target sub-sector-shaped area, a target weapon prop identifier corresponding to the target sub-sector-shaped area is displayed in the second area, wherein the first sliding operation and the second sliding operation are continuous operations;

[0061] In response to the end of the second sliding operation, the controlled virtual character is controlled to switch the first game prop currently in use to the weapon corresponding to the target weapon prop identifier, and the first prop identifier included in the first control is switched to the weapon corresponding to the target weapon prop identifier.

[0062] Optionally, the first selection wheel further includes a first cancellation area, and the second response unit is further configured to:

[0063] In response to a third sliding operation whose end position is located in the first cancellation area, the operation of switching the current game props is canceled, and the third sliding operation and the first sliding operation are continuous operations, or the third sliding operation and the second sliding operation are continuous operations.

[0064] Optionally, when the second area displays a prop identifier corresponding to a weapon, the prompt information in the second area is the total number of bullets currently remaining in the weapon corresponding to the prop identifier currently displayed in the second area and the number of bullets in the current magazine.

[0065] Optionally, a second control is also displayed on the graphical user interface, and the device includes:

[0066] a fifth response unit, configured to respond to a click operation on the second control and display a second control option list on the graphical user interface, wherein the second control option list includes: expression type interaction controls, signal type interaction controls, and action gesture type interaction controls;

[0067] a sixth response unit, configured to respond to a click operation on a target interactive control, and display a first interactive wheel corresponding to the target interactive control on the graphical user interface, wherein a first interactive identifier corresponding to the interactive instruction under the target interactive control is displayed in a third area of ​​the first interactive wheel;

[0068] a seventh response unit, configured to respond to a second selection operation on the first target interaction identifier, display the first target interaction identifier in a fourth area of ​​the first interaction wheel, and provide prompt information in the fourth area for introducing an interaction instruction corresponding to the first target interaction identifier;

[0069] An eighth responding unit is configured to control the controlled virtual character to execute the interaction instruction corresponding to the first target interaction identifier in response to the completion of the second selection operation.

[0070] Optionally, the device further comprises:

[0071] a ninth response unit, for responding to a long press operation on the second control, and displaying a second interaction wheel corresponding to the game state on the graphical user interface according to the current game state of the controlled virtual character, and replacing the second control with a second selection wheel, wherein the game state includes a combat state and an idle state, and when in the combat state, the second interaction wheel displays in the third area a second interaction identifier corresponding to the interaction instruction for indicating negative expression in the expression interaction control, the signal interaction control, and the action posture interaction control, and when in the idle state, the third area of ​​the second interaction wheel displays in the third area a third interaction identifier corresponding to the interaction instruction for indicating positive expression in the expression interaction control, the signal interaction control, and the action posture interaction control, and the second selection wheel includes a second preset number of second sector-shaped areas, one second sector-shaped area corresponds to one interaction identifier, and the number of interaction identifiers is equal to the second preset number, and the second selection wheel also includes a second cancellation area;

[0072] a tenth response unit, configured to respond to a fourth sliding operation on the second selection wheel, display an interaction mark corresponding to the second sector area indicated by the fourth sliding operation in a fourth area of ​​the second interaction wheel, and provide prompt information in the fourth area of ​​the second interaction wheel for introducing an interaction instruction corresponding to the interaction mark indicated by the fourth sliding operation, wherein the long press operation and the sliding operation are continuous operations;

[0073] An eleventh responding unit is used to respond to the end of the fourth sliding operation and control the controlled virtual character to execute the interactive instruction corresponding to the interactive identifier indicated by the fourth sliding operation when it ends.

[0074] In a third aspect, an embodiment of the present application provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of any method described in the first aspect.

[0075] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of any method described in the first aspect are performed.

[0076] The technical solution provided by the embodiments of the present application may have the following beneficial effects:

[0077] In the present application, a prop wheel can be displayed on a graphical user interface through a first trigger operation on a first control, the prop wheel including a second prop identifier corresponding to a second game prop that can be equipped and used by the controlled virtual character, and then through a selection operation on a first target prop identifier in the second prop identifier, prompt information for introducing a third game prop corresponding to the first target prop identifier can be displayed in the second area of ​​the prop wheel, and the player can obtain details of the third game prop according to the prompt information, and then at the end of the selection operation, the controlled virtual character is controlled to switch the first game prop currently in use to the third game prop. In the above manner, the game props that can be equipped and used by the controlled virtual character can be displayed, and then the controlled virtual character can be quickly switched to use the equipment through the selection operation, which is conducive to improving the switching efficiency of game props.

[0078] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0079] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0080] Figure 1 A flowchart of a control method in a game provided by an embodiment of the present application;

[0081] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present application;

[0082] Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0083] Figure 4 A flowchart of another control method in a game provided by an embodiment of the present application;

[0084] Figure 5 A flowchart of another control method in a game provided by an embodiment of the present application;

[0085] Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0086] Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0087] Figure 8 A flowchart of another control method in a game provided by an embodiment of the present application;

[0088] Fig. 9 A schematic diagram of another graphical user interface provided in an embodiment of the present application;

[0089] Fig.10 A flowchart of another control method in a game provided by an embodiment of the present application;

[0090] Fig.11 A flowchart of another control method in a game provided by an embodiment of the present application;

[0091] Fig.12 A schematic diagram of the structure of a control device in a game provided in an embodiment of the present application;

[0092] Fig.13 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0093] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0094] In existing games, the controlled virtual character can obtain multiple game props, but the game props that the controlled virtual character can directly use during the game are limited. For example, only one game prop of each type can be used currently. If you want to use other game props in that type of game props, you need to replace the game props currently used by the controlled virtual character before you can use them. This prop switching method has a low switching efficiency and cannot achieve the purpose of quickly switching game props.

[0095] In order to improve the switching efficiency of game props, the present application provides a control method, device, equipment and storage medium in a game, which can provide a prop roulette for players through a first control, and the prop roulette includes prop identifiers corresponding to game props that can be equipped and used by the controlled virtual character. When the player selects the target prop identifier, the detailed information of the game prop corresponding to the target prop identifier can be displayed on the first control for the player's reference. After the player selects the game prop, the game prop currently used by the controlled virtual character can be replaced with the game prop selected by the player. Through the above operation, the game props can be quickly switched, which is conducive to improving the switching efficiency of the game props.

[0096] Figure 1 A flowchart of a control method in a game provided in an embodiment of the present application is provided, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least part of a game scene and a first control, wherein the game scene includes a controlled virtual character, and the first control includes a first prop identifier for indicating a first game prop currently used by the controlled virtual character, such as Figure 1 As shown, the method comprises the following steps:

[0097] Step 101, in response to a first trigger operation on the first control, displaying a prop wheel on the graphical user interface, and displaying a second prop identifier corresponding to a second game prop that can be equipped and used by the controlled virtual character in a first area of ​​the prop wheel, wherein the second game prop includes at least one of the following: a weapon, a consumable, and a tool.

[0098] Step 102: In response to a first selection operation on a first target prop identifier among the second prop identifiers, the first target prop identifier is displayed in a second area of ​​the prop wheel, and prompt information for introducing a third game prop corresponding to the first target prop identifier is provided in the second area.

[0099] Step 103: In response to the completion of the first selection operation, the controlled virtual character is controlled to switch the first game prop currently in use to the third game prop, and the first prop identifier included in the first control is switched to the first target prop identifier.

[0100] Specifically, the controlled virtual character can obtain multiple types of game props during the game, including but not limited to weapons, consumables and tools. For each type of game props, it also includes multiple subcategories. Taking weapons as an example, the subcategories of weapons may include sniper rifles, grenades, pistols, knives, etc. Taking consumables as an example, the subcategories of consumables may include medicines, food, etc. Taking tools as an example, the subcategories of tools may include: lighting, protective gear, etc., and the first game prop currently in use can be set for the controlled virtual character, that is, the game prop currently held by the controlled virtual character. When the controlled virtual character currently holds a game prop, the number of game props held is at least one, and the prop identifier corresponding to the game prop currently held by the controlled virtual character can be displayed on the first control.

[0101] When the user wants to switch the game props currently held by the controlled virtual character, that is, when the controlled virtual character needs to hold other game props, the user can perform a first trigger operation on the first control. At this time, a prop wheel is displayed on the graphical user interface, and a second prop logo corresponding to a second game prop that the controlled virtual character can equip and use is displayed in the first area of ​​the prop wheel. The second game prop can include only one of weapons, consumables and tools, or it can include at least two of weapons, consumables and tools, that is, the prop wheel can include at least two game props at the same time. After calling out the prop wheel, the player can select the second prop identifier displayed on the prop wheel to use the second prop identifier selected by the player as the first target prop identifier. At the same time, the first target prop identifier is displayed in the second area of ​​the prop wheel, as well as prompt information for introducing the third game prop corresponding to the first target prop identifier. The prompt information may include the characteristics, function introduction and / or usage of the third game prop. After the player selects the first target prop identifier, the controlled virtual character can be controlled to switch the currently used first game prop to the third game prop, that is, the game prop currently held by the controlled virtual character is the third game prop.

[0102] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present application, such as Figure 2 As shown, the triangle in the first control is used to represent the first prop identification. In actual use, the prop icon set for the first game prop can be used to represent the first prop identification. The circles filled with different filling patterns in the prop wheel represent different second prop identifications. The second prop identifications are distributed in a ring shape. In actual use, the prop icons set for different second game props can be used to represent the corresponding second prop identifications. The game props corresponding to the second prop identifications are all game props that can be equipped by the controlled virtual character. The area where the second prop identification is located is the first area of ​​the prop wheel, and the second area of ​​the prop wheel is the area where the first target prop identification is located. In addition, prompt information for introducing the game props corresponding to the first target prop identification is also displayed in the second area. When the player selects Figure 2 After the prop identifier shown in the second area is used as the first target prop identifier, the controlled virtual character is controlled to switch the currently used game prop to the game prop corresponding to the prop identifier. Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of the present application, such as Figure 3 As shown, after controlling the controlled virtual character to switch the currently used game props to the game props corresponding to the prop identifier selected by the player, the prop wheel is no longer displayed on the graphical user interface, and the first prop identifier in the first control is replaced with the prop identifier selected by the player. At this time, the game props used by the controlled virtual character are the game props corresponding to the prop identifier selected by the player.

[0103] In the above method, the prop roulette can provide players with a rich selection of game props. After the player selects the game props, the first game prop currently held can be directly replaced with the third game prop, which is conducive to the rapid switching of game props, thereby improving the switching efficiency of game props.

[0104] It should be noted that the second game props that the controlled virtual character can equip and use may include all game props currently owned by the controlled virtual character, including the game props currently used by the controlled virtual character, or other game props among all game props currently owned by the controlled virtual character except the game props currently used by the controlled virtual character. The specific game props that can be equipped and used by the controlled virtual character can be set according to actual needs and are not specifically limited here.

[0105] In one possible embodiment, Figure 4 A flowchart of another control method in a game provided by an embodiment of the present application is shown in FIG. Figure 4 As shown, when executing step 101, it can be implemented by the following steps:

[0106] Step 401: In response to a first sub-trigger operation for the first control, a first control option list of the first control is displayed on the graphical user interface, wherein the first control option list includes weapon options, consumable options, and tool options.

[0107] Step 402, in response to a second sub-trigger operation for a target option in the first control option list, display the prop wheel corresponding to the target option on the graphical user interface, and display a second prop identifier corresponding to a second game prop included under the target option in a first area of ​​the prop wheel.

[0108] Specifically, after the player performs a first sub-trigger operation on the first control (for example, a click operation), a drop-down menu appears at the first control, and the drop-down menu includes a first control option list consisting of weapon options, consumable options, and tool options. The player can use a second sub-trigger operation (for example, a click operation) to select any one of the weapon options, consumable options, and tool options as the target option, and display the prop wheel corresponding to the target option on the graphical user interface, and display the second prop logo corresponding to the second game prop included in the target option in the first area of ​​the prop wheel. The above method allows the player to quickly call out the prop wheel that he wants to switch to, and then control the controlled virtual character to switch the currently used game prop to the game prop selected by the player on the prop wheel, thereby helping to improve switching efficiency. Taking the target option as a weapon option as an example, if Figure 2 As shown, Figure 2The prop wheel in the game is the weapon prop wheel, and the second prop logo is the various weapon logos.

[0109] In one possible embodiment, Figure 5 A flowchart of another control method in a game provided by an embodiment of the present application, when the prop wheel is a wheel corresponding to a weapon, a weapon switching control is also included in the second area, and the method further includes the following steps:

[0110] Step 501, in response to a second trigger operation on the weapon switching control, according to the switching direction indicated by the second trigger operation, the first target prop identifier in the second area is switched to a third prop identifier of a fourth game prop corresponding to the switching direction, and prompt information for introducing the fourth game prop is provided in the second area, wherein the fourth game prop and the third game prop belong to the same weapon type.

[0111] Step 502: In response to the end of the second trigger operation, the controlled virtual character is controlled to switch the first game prop currently in use to the fourth game prop, and the first prop identifier included in the first control is switched to the third prop identifier.

[0112] Specifically, since there are many types of weapons in the game, and each type of weapon also includes multiple weapons, in order to allow players to have more choices, when the prop wheel called out by the player is the wheel corresponding to the weapon, a switching control is also displayed in the second area of ​​the prop wheel. The switching control is used to switch different weapons under the same weapon type. Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of the present application, such as Figure 6 As shown, when the prop wheel is a wheel corresponding to a weapon, and the prop logo corresponding to a certain pistol is displayed in the second area of ​​the prop wheel, the prop logo corresponding to other pistols can be switched to by switching controls, so that the player can switch to the desired pistol, and then click on the prop logo displayed in the second area of ​​the wheel to indicate the end of the second trigger operation, and control the controlled virtual character to switch the pistol to the currently used weapon, and at the same time display the prop logo corresponding to the pistol on the first control.

[0113] In a feasible implementation scheme, in order to enable the player to exit the current switching operation, after responding to the first sub-trigger operation in step 401, the first control can be replaced by a first cancel control, and in response to the third trigger operation for the first cancel control, the current game prop switching operation can be canceled.

[0114] Specifically, after responding to the first sub-trigger operation in step 401, the first control can be replaced by a first cancel control including a cancel mark, and the cancel mark can be "×". The player can click the first cancel control to cancel the game prop switching operation. After cancellation, the first control still displays the first prop mark and the first game prop currently being used by the controlled virtual character.

[0115] In a feasible implementation scheme, the above-mentioned first sub-trigger operation, second sub-trigger operation and first selection operation are all click operations, that is, the player can call out the first control option list through the click operation corresponding to the first sub-trigger operation, call out the prop wheel corresponding to the target option through the click operation corresponding to the second sub-trigger operation, and then select the game props to be switched in the prop wheel through the click operation corresponding to the first selection operation to complete the switching of the game props, wherein, after the first selection operation, the click operation on the above-mentioned switching control can also be combined to realize the switching between the same type of game props, thereby switching the game props most desired by the player to the game props currently used by the controlled virtual character.

[0116] In one possible embodiment, Figure 3 As shown, before responding to the first trigger operation, when the first game prop is a weapon, the first control also includes a function for prompting the total number of bullets currently remaining in the first game prop and the number of bullets remaining in the current magazine.

[0117] In a feasible embodiment, the first trigger operation is a long press operation, the first selection operation is a sliding operation, the first trigger operation and the first selection operation are continuous operations, and the first area displays at least two of the weapons, the consumables, and the tools.

[0118] Specifically, the player can call out the prop roulette by long pressing the first control. At this time, the prop roulette called out may not be a roulette corresponding to a certain type of game props, but may include multiple types of game props, such as prop identifiers corresponding to certain weapons and prop identifiers corresponding to certain consumables. Then, the first target prop identifier is selected through a long press operation and a subsequent sliding operation. Furthermore, a roulette corresponding to a certain type of game prop can be called out through a click operation, and a prop roulette including multiple types of game props can be called out through a long press operation.

[0119] It should be noted that the game props included in the roulette wheel called out by the long press operation can be selected according to the ranking of the game props in the game, or can be selected according to the player's usage habits, and the specific game props displayed are not specifically limited here.

[0120] In a feasible implementation scheme, after responding to the first trigger operation in step 101, the first control is replaced with a first selection wheel, the first selection wheel includes a first preset number of first sector-shaped areas, one first sector-shaped area corresponds to one second prop identifier, and the number of the second prop identifiers is equal to the first preset number. On this basis, when executing step 102, in response to a first sliding operation on the first selection wheel, the second prop identifier corresponding to the first sector-shaped area indicated by the first sliding operation is displayed in the second area as the first target prop identifier.

[0121] Specifically, Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of the present application, such as Figure 7 As shown, when the first trigger operation is a long press operation, the first control is replaced by Figure 7 In the first selection wheel, after calling out the first selection wheel, the player can switch between different first sector areas through the subsequent first sliding operation, and the prop mark corresponding to the first sector area where the first sliding operation is currently located is displayed as the first target prop mark on the second area of ​​the prop wheel. At the same time, prompt information for introducing the first target prop mark is also displayed on the second area of ​​the prop wheel, such as Figure 7 As shown, when the first sector area currently located by the first sliding operation is the first sector area where the square graphic is located, the content displayed on the second area of ​​the prop wheel is as follows Figure 7 As shown, the prompt information is not Figure 7 As shown in the figure, in the above method, the player can select each first sector area in the first selection wheel through the first sliding operation, and then select different game props in the prop wheel, thereby completing the switching of game props.

[0122] In one possible embodiment, Figure 8 A flowchart of another control method in a game provided by an embodiment of the present application, for a first fan-shaped area corresponding to a weapon prop identifier, the first fan-shaped area also includes multiple sub-fan-shaped areas, one sub-fan-shaped area corresponds to one weapon prop identifier, and the weapons corresponding to the multiple weapon prop identifiers under the same first fan-shaped area belong to the same weapon type. When the first target prop identifier is a weapon prop identifier, Figure 8 As shown, the method further comprises the following steps:

[0123] Step 801: In response to a second sliding operation on a target sub-fan-shaped area, a target weapon prop logo corresponding to the target sub-fan-shaped area is displayed in the second area, and the first sliding operation and the second sliding operation are continuous operations.

[0124] Step 802, in response to the completion of the second sliding operation, control the controlled virtual character to switch the first game prop currently in use to the weapon corresponding to the target weapon prop identifier, and switch the first prop identifier included in the first control to the weapon corresponding to the target weapon prop identifier.

[0125] Specifically, Fig. 9 A schematic diagram of another graphical user interface provided in an embodiment of the present application, such as Fig. 9 As shown, when the first target prop identifier is a weapon prop identifier, the weapon corresponding to the weapon prop identifier includes multiple weapons under the weapon category. In order to facilitate the player to select other weapons under the same weapon category, different sub-fan-shaped areas can be used to switch between different weapons under the same weapon category (the function can be referred to Figure 6 ) to set the weapon the player wants as the game prop currently used by the controlled virtual character.

[0126] In a feasible embodiment, the first selection wheel also includes a first cancel area, and the method also includes: responding to a third sliding operation whose end position is located in the first cancel area, canceling the operation of switching the game props, the third sliding operation and the first sliding operation are continuous operations, or the third sliding operation and the second sliding operation are continuous operations.

[0127] Specifically, the player can call out the first selection wheel through a long press operation, and then select the first sector area through a first sliding operation. If the player wants to end this operation at this time, he can end it through a subsequent third sliding operation, and specifically, the end position of the third sliding operation can be stopped in the first cancel area of ​​the first selection wheel. Or, if the first sector area selected by the player at this time is the sector area corresponding to the weapon, the player can select a sub-sector area in the first sector area through a second sliding operation to select other weapons under the weapon type to which the weapon belongs. If the player wants to end this operation at this time, he can end it through a subsequent third sliding operation, and specifically, the end position of the third sliding operation can be stopped in the first cancel area of ​​the first selection wheel. The first cancel area can be Fig. 9 The circular graphic area of ​​the first choice roulette wheel.

[0128] In a feasible implementation, when the second area displays the prop identifier corresponding to the weapon, the prompt information in the second area of ​​the prop wheel is the total number of bullets currently remaining in the weapon corresponding to the prop identifier currently displayed in the second area and the number of bullets in the current magazine.

[0129] Specifically, when the player selects an item identifier in the item wheel, if the currently viewed item identifier is a weapon identifier, the total number of bullets currently remaining in the weapon corresponding to the item identifier and the number of bullets in the current magazine will be displayed in the second area of ​​the item wheel, so that the player can know the current usage status of the weapon corresponding to the item identifier.

[0130] In one possible embodiment, Fig.10 This is a flow chart of another control method in a game provided by an embodiment of the present application, wherein a second control is also displayed on the graphical user interface, such as Fig.10 As shown, the method further comprises the following steps:

[0131] Step 1001: In response to a click operation on the second control, a second control option list is displayed on the graphical user interface, wherein the second control option list includes: expression type interactive controls, signal type interactive controls, and action posture type interactive controls.

[0132] Step 1002: In response to a click operation on a target interactive control, a first interactive wheel corresponding to the target interactive control is displayed on the graphical user interface, wherein a first interactive identifier corresponding to an interactive instruction under the target interactive control is displayed in a third area of ​​the first interactive wheel.

[0133] Step 1003: In response to a second selection operation on the first target interaction identifier, the first target interaction identifier is displayed in a fourth area of ​​the first interaction wheel, and prompt information for introducing an interaction instruction corresponding to the first target interaction identifier is provided in the fourth area.

[0134] Step 1004: In response to the completion of the second selection operation, control the controlled virtual character to execute the interaction instruction corresponding to the first target interaction identifier.

[0135] about Fig.10 The detailed principle can be found in the above-mentioned detailed description of the process of switching game props by clicking the prop wheel corresponding to the weapon, which will not be described in detail here.

[0136] In one possible embodiment, Fig.11 A flow chart of another control method in a game provided in an embodiment of the present application, the method further includes the following steps:

[0137] Step 1101, in response to a long press operation on the second control, according to the current game state of the controlled virtual character, a second interaction wheel corresponding to the game state is displayed on the graphical user interface, and the second control is replaced by a second selection wheel, wherein the game state includes a combat state and an idle state, when in the combat state, the third area of ​​the second interaction wheel displays the second interaction identifier corresponding to the interaction instruction for indicating negative expression in the expression type interaction control, the signal type interaction control and the action posture type interaction control, when in the idle state, the third area of ​​the second interaction wheel displays the third interaction identifier corresponding to the interaction instruction for indicating positive expression in the expression type interaction control, the signal type interaction control and the action posture type interaction control, the second selection wheel includes a second preset number of second sector-shaped areas, one second sector-shaped area corresponds to one interaction identifier, and the number of interaction identifiers is equal to the second preset number, and the second selection wheel also includes a second cancellation area.

[0138] Step 1102, in response to a fourth sliding operation on the second selection wheel, displaying an interaction identifier corresponding to the second sector area indicated by the fourth sliding operation in a fourth area of ​​the second interaction wheel, and providing prompt information in the fourth area of ​​the second interaction wheel for introducing an interaction instruction corresponding to the interaction identifier indicated by the fourth sliding operation, wherein the long press operation and the sliding operation are continuous operations.

[0139] Step 1103: In response to the end of the fourth sliding operation, control the controlled virtual character to execute the interaction instruction corresponding to the interaction identifier indicated when the fourth sliding operation ends.

[0140] Specifically, the interactive instructions included in the expression-type interactive controls may be happiness and helplessness, etc., the interactive instructions included in the signal-type interactive controls may be attack and retreat, etc., and the interactive instructions included in the action and posture-type interactive controls may be dancing and trembling. Among them, happiness, attack and dancing can be used as interactive instructions for positive expressions, and helplessness, retreat and trembling can be used as interactive instructions for negative expressions. Regardless of the type of interactive instruction, after the player issues an instruction to the controlled virtual character through the corresponding control, the controlled virtual character will make corresponding actions or send corresponding signals according to the instruction.

[0141] It should be noted that, for the interactive instructions displayed in the second interactive roulette, the instructions commonly used in the game can be used as the interactive instructions in the second interactive roulette, or the instructions commonly used by the player can be used as the interactive instructions in the second interactive roulette, and the interactive instructions with positive expressions and the interactive instructions with negative expressions can be defined according to actual needs, and no specific limitation is made here.

[0142] about Fig.11 For the detailed principles of other internal movements, please refer to the relevant instructions on long press operation in the above content, which will not be explained in detail here.

[0143] Fig.12 Schematic diagram of the structure of a control device in a game provided by an embodiment of the present application, the device provides a graphical user interface through a terminal device, the graphical user interface displays at least part of a game scene and a first control, the game scene includes a controlled virtual character, and the first control includes a first prop identifier for prompting the first game prop currently used by the controlled virtual character, such as Fig.12 As shown, the device comprises:

[0144] The first response unit 1201 is used to respond to the first trigger operation on the first control, display the prop wheel on the graphical user interface, and display the second prop identifier corresponding to the second game prop that the controlled virtual character can equip and use in the first area of ​​the prop wheel, wherein the second game prop includes at least one of the following: weapons, consumables and tools;

[0145] The second response unit 1202 is used to respond to a first selection operation on a first target prop identifier among the second prop identifiers, display the first target prop identifier in a second area of ​​the prop wheel, and provide prompt information for introducing a third game prop corresponding to the first target prop identifier in the second area;

[0146] The third response unit 1203 is used to control the controlled virtual character to switch the first game prop currently in use to the third game prop in response to the end of the first selection operation, and to switch the first prop identifier included in the first control to the first target prop identifier.

[0147] In a feasible implementation, the first response unit is used to respond to the first trigger operation on the first control, display the prop wheel on the graphical user interface, and display the second prop identifier corresponding to the second game prop that the controlled virtual character can equip and use in the first area of ​​the prop wheel, including:

[0148] In response to a first sub-trigger operation on the first control, displaying a first control option list of the first control on the graphical user interface, wherein the first control option list includes a weapon option, a consumable option, and a tool option;

[0149] In response to a second sub-trigger operation for a target option in the first control option list, the prop wheel corresponding to the target option is displayed on the graphical user interface, and a second prop identifier corresponding to a second game prop included under the target option is displayed in a first area of ​​the prop wheel.

[0150] In a feasible implementation manner, when the prop wheel is a wheel corresponding to a weapon, a weapon switching control is further included in the second area, and the device further includes:

[0151] a fourth response unit, for responding to a second trigger operation on the weapon switching control, switching the first target item identifier in the second area to a third item identifier of a fourth game item corresponding to the switching direction according to the switching direction indicated by the second trigger operation, and providing prompt information for introducing the fourth game item in the second area, wherein the fourth game item and the third game item belong to the same weapon type;

[0152] The third response unit is further used to control the controlled virtual character to switch the first game prop currently in use to the fourth game prop in response to the end of the second trigger operation, and to switch the first prop identifier included in the first control to the third prop identifier.

[0153] In a feasible embodiment, the device further comprises:

[0154] A first replacement unit, configured to replace the first control with a first cancel control after responding to the first sub-trigger operation;

[0155] The cancel unit is used to respond to the third trigger operation on the first cancel control and cancel the operation of switching the game props.

[0156] In a feasible implementation manner, the first sub-trigger operation, the second sub-trigger operation and the first selection operation are all click operations.

[0157] In a feasible implementation manner, before responding to the first trigger operation, when the first game prop is a weapon, the first control also includes a function for prompting the total number of bullets currently remaining in the first game prop and the number of bullets remaining in the current magazine.

[0158] In a feasible embodiment, the first trigger operation is a long press operation, the first selection operation is a sliding operation, the first trigger operation and the first selection operation are continuous operations, and the first area displays at least two of the weapons, the consumables, and the tools.

[0159] In a feasible embodiment, the device further comprises:

[0160] A second replacement unit, configured to replace the first control with a first selection wheel after responding to the first trigger operation, wherein the first selection wheel includes a first preset number of first sector-shaped areas, one of the first sector-shaped areas corresponds to one second item identifier, and the number of the second item identifiers is equal to the first preset number;

[0161] The second response unit is used to respond to a first selection operation on a first target prop identifier in the second prop identifier, and when the first target prop identifier is displayed in the second area of ​​the prop wheel, it includes:

[0162] In response to a first sliding operation on the first selection wheel, a second item mark corresponding to the first sector area indicated by the first sliding operation is displayed in the second area as the first target item mark.

[0163] In a feasible implementation manner, for the first fan-shaped area corresponding to the weapon prop identifier, the first fan-shaped area further includes multiple sub-fan-shaped areas, one sub-fan-shaped area corresponds to one weapon prop identifier, and the weapons corresponding to the multiple weapon prop identifiers under the same first fan-shaped area belong to the same weapon type. When the first target prop identifier is a weapon prop identifier, the second response unit is further used to:

[0164] In response to a second sliding operation on a target sub-sector-shaped area, a target weapon prop identifier corresponding to the target sub-sector-shaped area is displayed in the second area, wherein the first sliding operation and the second sliding operation are continuous operations;

[0165] In response to the end of the second sliding operation, the controlled virtual character is controlled to switch the first game prop currently in use to the weapon corresponding to the target weapon prop identifier, and the first prop identifier included in the first control is switched to the weapon corresponding to the target weapon prop identifier.

[0166] In a feasible embodiment, the first selection wheel further includes a first cancellation area, and the second response unit is further used for:

[0167] In response to a third sliding operation whose end position is located in the first cancellation area, the operation of switching the current game props is canceled, and the third sliding operation and the first sliding operation are continuous operations, or the third sliding operation and the second sliding operation are continuous operations.

[0168] In a feasible implementation, when the second area displays the item mark corresponding to the weapon, the prompt information in the second area is the total number of bullets currently remaining in the weapon corresponding to the item mark currently displayed in the second area and the number of bullets in the current magazine.

[0169] In a feasible implementation manner, a second control is also displayed on the graphical user interface, and the device includes:

[0170] a fifth response unit, configured to respond to a click operation on the second control and display a second control option list on the graphical user interface, wherein the second control option list includes: expression type interaction controls, signal type interaction controls, and action gesture type interaction controls;

[0171] a sixth response unit, configured to respond to a click operation on a target interactive control, and display a first interactive wheel corresponding to the target interactive control on the graphical user interface, wherein a first interactive identifier corresponding to the interactive instruction under the target interactive control is displayed in a third area of ​​the first interactive wheel;

[0172] a seventh response unit, configured to respond to a second selection operation on the first target interaction identifier, display the first target interaction identifier in a fourth area of ​​the first interaction wheel, and provide prompt information in the fourth area for introducing an interaction instruction corresponding to the first target interaction identifier;

[0173] An eighth responding unit is configured to control the controlled virtual character to execute the interaction instruction corresponding to the first target interaction identifier in response to the completion of the second selection operation.

[0174] In a feasible embodiment, the device further comprises:

[0175] a ninth response unit, for responding to a long press operation on the second control, and displaying a second interaction wheel corresponding to the game state on the graphical user interface according to the current game state of the controlled virtual character, and replacing the second control with a second selection wheel, wherein the game state includes a combat state and an idle state, and when in the combat state, the second interaction wheel displays in the third area a second interaction identifier corresponding to the interaction instruction for indicating negative expression in the expression interaction control, the signal interaction control, and the action posture interaction control, and when in the idle state, the third area of ​​the second interaction wheel displays in the third area a third interaction identifier corresponding to the interaction instruction for indicating positive expression in the expression interaction control, the signal interaction control, and the action posture interaction control, and the second selection wheel includes a second preset number of second sector-shaped areas, one second sector-shaped area corresponds to one interaction identifier, and the number of interaction identifiers is equal to the second preset number, and the second selection wheel also includes a second cancellation area;

[0176] a tenth response unit, configured to respond to a fourth sliding operation on the second selection wheel, display an interaction mark corresponding to the second sector area indicated by the fourth sliding operation in a fourth area of ​​the second interaction wheel, and provide prompt information in the fourth area of ​​the second interaction wheel for introducing an interaction instruction corresponding to the interaction mark indicated by the fourth sliding operation, wherein the long press operation and the sliding operation are continuous operations;

[0177] An eleventh responding unit is used to respond to the end of the fourth sliding operation and control the controlled virtual character to execute the interactive instruction corresponding to the interactive identifier indicated by the fourth sliding operation when it ends.

[0178] The detailed principle of the device can be found in the detailed description of the above method, which will not be described in detail here.

[0179] Fig.13 A structural diagram of an electronic device provided for an embodiment of the present application includes: a processor 1301, a storage medium 1302 and a bus 1303, wherein the storage medium 1302 stores machine-readable instructions executable by the processor 1301. When the electronic device runs the control method in the above-mentioned game, the processor 1301 communicates with the storage medium 1302 through the bus 1303, and the processor 1301 executes the machine-readable instructions to execute the method shown above.

[0180] For the specific implementation steps and principles, please refer to the above description of the method, which will not be repeated here in detail.

[0181] An embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the method and steps shown in the above method are executed.

[0182] For the specific implementation steps and principles, please refer to the above description of the method, which will not be repeated here in detail.

[0183] In the embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components 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 through some communication interfaces, and the indirect coupling or communication connection of the devices or units can be electrical, mechanical or other forms.

[0184] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0185] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0186] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0187] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0188] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.

Claims

1. A control method in a game, characterized in that: A graphical user interface is provided by a terminal device, the graphical user interface displays at least part of a game scene and a first control, the game scene includes a controlled virtual character, the first control includes a first prop identifier for indicating a first game prop currently used by the controlled virtual character, and the method includes: In response to a first trigger operation on the first control, a prop wheel is displayed on the graphical user interface, and a second prop identifier corresponding to a second game prop that can be equipped and used by the controlled virtual character is displayed in a first area of ​​the prop wheel, wherein the second game prop includes at least one of the following: a weapon, a consumable, and a tool; In response to a first selection operation on a first target prop identifier among the second prop identifiers, displaying the first target prop identifier in a second area of ​​the prop wheel, and providing prompt information for introducing a third game prop corresponding to the first target prop identifier in the second area; In response to the end of the first selection operation, the controlled virtual character is controlled to switch the first game prop currently in use to the third game prop, and the first prop identifier included in the first control is switched to the first target prop identifier.

2. The control method according to claim 1, characterized in that: The method of responding to the first trigger operation of the first control, displaying a prop wheel on the graphical user interface, and displaying a second prop identifier corresponding to a second game prop that can be equipped and used by the controlled virtual character in a first area of ​​the prop wheel, includes: In response to a first sub-trigger operation on the first control, displaying a first control option list of the first control on the graphical user interface, wherein the first control option list includes a weapon option, a consumable option, and a tool option; In response to a second sub-trigger operation for a target option in the first control option list, the prop wheel corresponding to the target option is displayed on the graphical user interface, and a second prop identifier corresponding to a second game prop included under the target option is displayed in a first area of ​​the prop wheel.

3. The control method according to claim 1, characterized in that: When the prop wheel is a wheel corresponding to a weapon, a weapon switching control is also included in the second area, and the method further includes: In response to a second trigger operation on the weapon switching control, according to the switching direction indicated by the second trigger operation, the first target item identifier in the second area is switched to a third item identifier of a fourth game item corresponding to the switching direction, and prompt information for introducing the fourth game item is provided in the second area, wherein the fourth game item and the third game item belong to the same weapon type; In response to the end of the second trigger operation, the controlled virtual character is controlled to switch the first game prop currently in use to the fourth game prop, and to switch the first prop identifier included in the first control to the third prop identifier.

4. The method according to claim 2, characterized in that After responding to the first sub-trigger operation, the method further includes: replacing the first control with a first cancel control; In response to the third trigger operation on the first cancel control, the operation of switching the current game props is canceled.

5. The method according to claim 2, characterized in that The first sub-trigger operation, the second sub-trigger operation and the first selection operation are all click operations.

6. The method according to claim 1, characterized in that Before responding to the first trigger operation, when the first game prop is a weapon, the first control also includes a function for prompting the total number of bullets currently remaining in the first game prop and the number of bullets remaining in the current magazine.

7. The method according to claim 1, characterized in that The first trigger operation is a long press operation, the first selection operation is a sliding operation, the first trigger operation and the first selection operation are continuous operations, and the first area displays at least two of the weapons, the consumables, and the tools.

8. The method according to claim 7, characterized in that After responding to the first trigger operation, the method further includes: The first control is replaced with a first selection wheel, wherein the first selection wheel includes a first preset number of first sector-shaped areas, one first sector-shaped area corresponds to one second item identifier, and the number of the second item identifiers is equal to the first preset number; In response to a first selection operation on a first target prop identifier among the second prop identifiers, displaying the first target prop identifier in a second area of ​​the prop wheel includes: In response to a first sliding operation on the first selection wheel, a second item mark corresponding to the first sector area indicated by the first sliding operation is displayed in the second area as the first target item mark.

9. The method according to claim 8, characterized in that For a first fan-shaped area corresponding to a weapon prop identifier, the first fan-shaped area further includes a plurality of sub-fan-shaped areas, one sub-fan-shaped area corresponds to one weapon prop identifier, and weapons corresponding to the plurality of weapon prop identifiers under the same first fan-shaped area belong to the same weapon type. When the first target prop identifier is a weapon prop identifier, the method further includes: In response to a second sliding operation on a target sub-sector-shaped area, a target weapon prop identifier corresponding to the target sub-sector-shaped area is displayed in the second area, wherein the first sliding operation and the second sliding operation are continuous operations; In response to the end of the second sliding operation, the controlled virtual character is controlled to switch the first game prop currently in use to the weapon corresponding to the target weapon prop identifier, and the first prop identifier included in the first control is switched to the weapon corresponding to the target weapon prop identifier.

10. The method according to claim 9, characterized in that The first selection wheel also includes a first cancellation area, and the method includes: In response to a third sliding operation whose end position is located in the first cancellation area, the operation of switching the current game props is canceled, and the third sliding operation and the first sliding operation are continuous operations, or the third sliding operation and the second sliding operation are continuous operations.

11. The method according to any one of claims 1, 3 and 9, characterized in that When the second area displays the item mark corresponding to the weapon, the prompt information in the second area is the total number of bullets currently remaining in the weapon corresponding to the item mark currently displayed in the second area and the number of bullets in the current magazine.

12. The method according to claim 1, characterized in that A second control is also displayed on the graphical user interface, and the method includes: In response to a click operation on the second control, a second control option list is displayed on the graphical user interface, wherein the second control option list includes: expression type interaction controls, signal type interaction controls, and action gesture type interaction controls; In response to a click operation on a target interactive control, a first interactive wheel corresponding to the target interactive control is displayed on the graphical user interface, wherein a first interactive identifier corresponding to the interactive instruction under the target interactive control is displayed in a third area of ​​the first interactive wheel; In response to a second selection operation on the first target interaction identifier, the first target interaction identifier is displayed in a fourth area of ​​the first interaction wheel, and prompt information for introducing an interaction instruction corresponding to the first target interaction identifier is provided in the fourth area; In response to the end of the second selection operation, the controlled virtual character is controlled to execute the interaction instruction corresponding to the first target interaction identifier.

13. The method according to claim 12, characterized in that The method further comprises: In response to a long press operation on the second control, according to the current game state of the controlled virtual character, a second interaction wheel corresponding to the game state is displayed on the graphical user interface, and the second control is replaced by a second selection wheel, wherein the game state includes a combat state and an idle state, when in the combat state, the second interaction wheel displays in the third area a second interaction identifier corresponding to the interaction instruction for indicating negative expression in the expression interaction control, the signal interaction control and the action posture interaction control, and when in the idle state, the third interaction wheel displays in the third area a third interaction identifier corresponding to the interaction instruction for indicating positive expression in the expression interaction control, the signal interaction control and the action posture interaction control, the second selection wheel includes a second preset number of second sector-shaped areas, one second sector-shaped area corresponds to one interaction identifier, and the number of interaction identifiers is equal to the second preset number, and the second selection wheel also includes a second cancellation area; In response to a fourth sliding operation on the second selection wheel, an interaction mark corresponding to the second sector area indicated by the fourth sliding operation is displayed in a fourth area of ​​the second interaction wheel, and prompt information for introducing an interaction instruction corresponding to the interaction mark indicated by the fourth sliding operation is provided in the fourth area of ​​the second interaction wheel, wherein the long press operation and the sliding operation are continuous operations; In response to the end of the fourth sliding operation, the controlled virtual character is controlled to execute the interaction instruction corresponding to the interaction identifier indicated by the end of the fourth sliding operation.

14. A control device in a game, characterized in that: A graphical user interface is provided through a terminal device, the graphical user interface displays at least part of a game scene and a first control, the game scene includes a controlled virtual character, the first control includes a first prop identifier for indicating a first game prop currently used by the controlled virtual character, and the device includes: A first response unit, configured to respond to a first trigger operation on the first control, display a prop wheel on the graphical user interface, and display a second prop identifier corresponding to a second game prop that the controlled virtual character can equip and use in a first area of ​​the prop wheel, wherein the second game prop includes at least one of the following: a weapon, a consumable, and a tool; A second response unit, configured to respond to a first selection operation on a first target prop identifier among the second prop identifiers, display the first target prop identifier in a second area of ​​the prop wheel, and provide prompt information for introducing a third game prop corresponding to the first target prop identifier in the second area; The third response unit is used to control the controlled virtual character to switch the first game prop currently in use to the third game prop in response to the end of the first selection operation, and to switch the first prop identifier included in the first control to the first target prop identifier.

15. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the control method in the game as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the control method in the game as claimed in any one of claims 1 to 13 are executed.