A control method, device, equipment and storage medium in a game

By designing target attack controls in the game, the defect of separation between weapon switching and attack control in the existing technology is solved, and the function of quickly switching weapons during the attack process is realized, which improves the operation efficiency of the game.

CN119770969APending Publication Date: 2025-04-08NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411837108.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-12
Publication Date
2025-04-08

AI Technical Summary

Technical Problem

In existing games, attack controls are only used to control the weapons currently held by controlled virtual characters, resulting in weapon switching and controlling controlled virtual characters attacking them. It is necessary to manipulate them through two different control areas separated on the graphical user interface, which is inconvenient for users to achieve rapid weapon switching during the attack process.

Method used

By improving the attack control, a target attack control is designed, which contains multiple subcontrols, each subcontrol corresponds to a specific weapon that can be used. Players can switch weapons by triggering the corresponding subcontrol during the attack.

Benefits of technology

Reduces the problem of interrupting character attacks due to switching weapons, improves the efficiency of weapon switching, and allows players to switch weapons quickly and easily during the attack.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a control method, device, equipment and storage medium in a game, the control method comprising: displaying a graphical user interface through a terminal device, displaying a target attack control on the graphical user interface; wherein the target attack control contains multiple sub-controls, and the multiple sub-controls correspond to multiple weapons respectively; in response to a trigger operation on the first sub-control among the multiple sub-controls, controlling the controlled virtual character to use the first weapon to perform an attack action in the game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons. In this way, the present application improves the attack control so that the player can use the improved target attack control to switch weapons during the attack process, thereby reducing the problem of interrupting the character attack due to switching weapons, and effectively improving the efficiency of weapon switching.
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Description

Technical Field

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

[0002] In existing games, although a plurality of weapon slots are displayed on the graphical user interface for users to switch weapons, the attack control can only be used to control the main weapon currently held by the controlled virtual character. Therefore, when the user wants to switch the main weapon currently used for attack, he needs to first interrupt the control operation of the attack control, select a backup weapon for switching from the above-mentioned multiple weapon slots, and then continue to use the attack control to control the controlled virtual character to use the above-mentioned backup weapon after switching to perform attack actions.

[0003] Here, since the attack controls in existing games are only used to control the weapons currently held by the controlled virtual characters, weapon switching and controlling the controlled virtual characters to attack need to be controlled separately through two different control areas on the graphical user interface (i.e., the display areas corresponding to the above-mentioned multiple weapon slots and the above-mentioned attack controls), which makes it inconvenient for users to quickly switch weapons during the attack process. Summary of the invention

[0004] In view of this, the present application provides a control method, device, equipment and storage medium in a game. By improving the attack control, players can use the improved target attack control to switch weapons during the attack process, thereby reducing the problem of interrupting the character attack due to switching weapons, and effectively improving the efficiency of weapon switching.

[0005] 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.

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

[0007] Displaying a graphical user interface through a terminal device, and displaying a target attack control on the graphical user interface; wherein the target attack control includes a plurality of sub-controls, and the plurality of sub-controls correspond to a plurality of weapons respectively;

[0008] In response to a trigger operation on a first sub-control among the multiple sub-controls, the controlled virtual character is controlled to use a first weapon to perform an attack action in a game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons.

[0009] In a second aspect, an embodiment of the present application provides a control device in a game, the control device comprising:

[0010] A first display module is used to display a graphical user interface through a terminal device, and display a target attack control on the graphical user interface; wherein the target attack control includes a plurality of sub-controls, and the plurality of sub-controls correspond to a plurality of weapons respectively;

[0011] The first response module is used to control the controlled virtual character to use the first weapon to perform an attack action in the game scene in response to a trigger operation on the first sub-control among the multiple sub-controls; wherein the first sub-control corresponds to the first weapon among the multiple weapons.

[0012] In a third aspect, an embodiment of the present application provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the control method in the above-mentioned game when executing the computer program.

[0013] 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 the control method in the above-mentioned game are executed.

[0014] The technical solution provided by the embodiments of the present application may have the following beneficial effects:

[0015] The embodiment of the present application provides a control method, device, equipment and storage medium in a game, which displays a graphical user interface through a terminal device, and displays a target attack control on the graphical user interface; wherein the target attack control contains multiple sub-controls, and the multiple sub-controls correspond to multiple weapons respectively; in response to a trigger operation on the first sub-control among the multiple sub-controls, the controlled virtual character is controlled to use the first weapon to perform an attack action in the game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons. In this way, the present application improves the attack control so that the player can use the improved target attack control to switch weapons during the attack process, thereby reducing the problem of interrupting the character attack due to switching weapons, and effectively improving the efficiency of weapon switching. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] 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.

[0017] Figure 1 A flow chart of a control method in a game provided by an embodiment of the present application is shown;

[0018] Figure 2a A schematic diagram of an interface interaction when a first sub-control is triggered provided in an embodiment of the present application is shown;

[0019] Figure 2b Another schematic diagram of interface interaction when triggering the first sub-control provided by an embodiment of the present application is shown;

[0020] Figure 3a A schematic diagram of an interface display of a weapon switching control provided in an embodiment of the present application is shown;

[0021] Figure 3b A schematic diagram of an interface display of another weapon switching control provided in an embodiment of the present application is shown;

[0022] Figure 4a A schematic diagram of a target attack control when a first sub-control is triggered provided by an embodiment of the present application is shown;

[0023] Figure 4b A schematic diagram of another target attack control when the first sub-control is triggered provided by an embodiment of the present application is shown;

[0024] Figure 5 A schematic diagram of a target attack control when a second sub-control is triggered provided by an embodiment of the present application is shown;

[0025] Figure 6 A schematic diagram of a quick switching control provided in an embodiment of the present application is shown;

[0026] Figure 7 A schematic diagram of an interface for switching a weapon corresponding to a first sub-control provided in an embodiment of the present application is shown;

[0027] Figure 8 A schematic diagram showing the structure of a control device in a game provided by an embodiment of the present application is shown;

[0028] Fig. 9 A schematic diagram of the structure of an electronic device 900 provided in an embodiment of the present application. DETAILED DESCRIPTION

[0029] 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. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.

[0030] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various 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.

[0031] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.

[0032] At present, since the attack controls in existing games are only used to control the weapons currently held by the controlled virtual characters, weapon switching and controlling the controlled virtual characters to attack need to be controlled separately through two different control areas on the graphical user interface (i.e., multiple weapon slots and the display areas corresponding to the above-mentioned attack controls), which makes it inconvenient for users to quickly switch weapons during the attack process.

[0033] Based on this, the embodiments of the present application provide a control method, device, equipment and storage medium in a game. By improving the attack control, players can use the improved target attack control to switch weapons during the attack process, thereby reducing the problem of interrupting character attacks due to switching weapons, and effectively improving the efficiency of weapon switching.

[0034] In one embodiment of the present application, a control method in a game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the control method in the game is run on a server, the control method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device (i.e., a terminal device).

[0035] 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 to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. 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.

[0036] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the 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 by an electronic device and run conventionally. 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.

[0037] To facilitate understanding of the embodiments of the present application, a control method, device, equipment and storage medium in a game provided by the embodiments of the present application are introduced in detail below.

[0038] Reference Figure 1 As shown, Figure 1 A flow chart of a control method in a game provided in an embodiment of the present application is shown, wherein the control method comprises steps S101-S102; specifically:

[0039] S101, displaying a graphical user interface through a terminal device, and displaying a target attack control on the graphical user interface; wherein the target attack control includes a plurality of sub-controls, and the plurality of sub-controls correspond to a plurality of weapons respectively.

[0040] S102, in response to a trigger operation on a first sub-control among the multiple sub-controls, controlling the controlled virtual character to use a first weapon to perform an attack action in a game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons.

[0041] The control method in the above-mentioned game provided by the embodiment of the present application displays a graphical user interface through a terminal device, and displays a target attack control on the graphical user interface; wherein the target attack control contains multiple sub-controls, and the multiple sub-controls correspond to multiple weapons respectively; in response to the trigger operation on the first sub-control among the multiple sub-controls, the controlled virtual character is controlled to use the first weapon to perform an attack action in the game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons. In this way, the present application improves the attack control so that the player can use the improved target attack control to switch weapons during the attack process, thereby reducing the problem of interrupting the character attack due to switching weapons, and effectively improving the efficiency of weapon switching.

[0042] The following is an exemplary description of each step in the control method in the above game provided in the embodiment of the present application:

[0043] S101, displaying a graphical user interface through a terminal device, and displaying a target attack control on the graphical user interface; wherein the target attack control includes a plurality of sub-controls, and the plurality of sub-controls correspond to a plurality of weapons respectively.

[0044] Here, in the existing game, the terminal device responds to the player's triggering operation on the original attack control (i.e., the virtual control in the existing game used to control the controlled virtual character to use the weapon to attack), and controls the controlled virtual character to use the currently held weapon to perform attack actions in the game scene; that is, in the existing game, the above-mentioned original attack control does not correspond to any specific weapon (i.e., the above-mentioned original attack control is only used to control the weapon currently held by the controlled virtual character), so that the player can only switch the specific weapon held by the controlled virtual character through the weapon switching control displayed on the graphical user interface.

[0045] In an embodiment of the present application, unlike the original attack control in the above-mentioned existing game, the target attack control is composed of multiple sub-controls corresponding to different weapons, and each sub-control corresponds to a specific weapon that can be switched for use, so that each sub-control can take into account both the attack and weapon switching functions. At this time, the terminal device responds to the player's triggering operation on a sub-control, and can directly control the controlled virtual character to use the weapon corresponding to the sub-control to perform an attack action in the game scene (equivalent to switching the weapon currently held by the controlled virtual character to the weapon corresponding to the sub-control, and controlling the controlled virtual character to use the weapon corresponding to the sub-control to attack).

[0046] It should be noted that the specific number of the above-mentioned sub-controls can be flexibly adjusted according to the actual configuration requirements in the game. For example, the target attack control can be configured as a control style consisting of 2 sub-controls arranged up and down, or the target attack control can be configured as a circular target attack control style consisting of 3 fan-shaped sub-controls; the specific number of the above-mentioned sub-controls and the specific control style of the above-mentioned target attack control are not limited in any way in the embodiments of the present application.

[0047] S102, in response to a trigger operation on a first sub-control among the multiple sub-controls, controlling the controlled virtual character to use a first weapon to perform an attack action in a game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons.

[0048] Here, when executing step S102, if the controlled virtual character is not currently holding any weapon, the terminal device can respond to the player's triggering operation on the first sub-control and use the first weapon corresponding to the first sub-control as the weapon held by the controlled virtual character, and control the controlled virtual character to use the first weapon to perform attack actions in the game scene (equivalent to when determining that the first weapon is the weapon currently held by the controlled virtual character, the controlled virtual character can also be controlled to use the first weapon to attack).

[0049] Exemplary description, Figure 2a A schematic diagram of an interface interaction when a first sub-control is triggered provided in an embodiment of the present application is shown, such as Figure 2a As shown, a graphical user interface 200 is displayed by a terminal device, and a target attack control 210 is displayed on the graphical user interface 200; wherein, the target attack control 210 is composed of a first sub-control 201 corresponding to a first weapon and a second sub-control 202 corresponding to a second weapon. When the controlled virtual character 100 is not holding any weapon, the terminal device responds to the player's triggering operation on the first sub-control 201, and can use the first weapon corresponding to the first sub-control 201 as the weapon held by the controlled virtual character 100, and control the controlled virtual character 100 to use the first weapon to perform attack actions in the game scene.

[0050] Here, when executing step S102, if the controlled virtual character currently holds other weapons (i.e., weapons other than the above-mentioned first weapon), the terminal device can switch the weapon held by the controlled virtual character from the above-mentioned other weapons to the first weapon in response to the player's triggering operation on the first sub-control, and control the controlled virtual character to use the first weapon to perform attack actions in the game scene (equivalent to switching the weapon currently held by the controlled virtual character to the first weapon corresponding to the first sub-control, and controlling the controlled virtual character to use the first weapon to attack).

[0051] Exemplary description, Figure 2b Another schematic diagram of interface interaction when triggering the first sub-control provided by an embodiment of the present application is shown. Figure 2b As shown, a graphical user interface 200 is displayed by a terminal device, and a target attack control 210 is displayed on the graphical user interface 200; wherein, the target attack control 210 is composed of a first sub-control 201 corresponding to a first weapon and a second sub-control 202 corresponding to a second weapon. When the controlled virtual character 100 currently holds the second weapon, the terminal device responds to the player's triggering operation on the first sub-control 201, and can switch the weapon held by the controlled virtual character 100 from the above-mentioned second weapon to the first weapon corresponding to the first sub-control 201, and control the controlled virtual character 100 to use the first weapon to perform attack actions in the game scene.

[0052] It should be noted that the above-mentioned trigger operation for the first sub-control can be a click operation (finger click or mouse click), or other operations such as a long press operation and a sliding operation. The embodiment of the present application does not impose any limitation on the specific operation type of the above-mentioned trigger operation.

[0053] The specific implementation process of each of the above steps in the embodiment of the present application is described in detail below:

[0054] With respect to the target attack control in the above steps S101-S102, if the attack control originally existing in the existing game (i.e., the attack control only used to control the controlled virtual character to use the currently held weapon to attack, without distinguishing the specific type of weapon held by the controlled virtual character) is called the original attack control, then as an optional embodiment, the improved target attack control can be directly used to replace the original attack control displayed on the graphical user interface in the existing game (equivalent to no longer retaining the original attack control).

[0055] Here, different from the above optional embodiment, if it is necessary to retain the above original attack controls in the game, then as another optional embodiment, before executing the above step S101, the method shown in the following steps a1-a2 can also be followed to support the player to switch the above original attack controls displayed in the current graphical user interface to the above target attack controls, specifically:

[0056] Step a1: displaying a graphical user interface through a terminal device, and displaying an original attack control on the graphical user interface.

[0057] Here, the above-mentioned original attack control corresponds to a target weapon among multiple weapons, wherein the target weapon represents the weapon currently held by the controlled virtual character; that is, the original attack control is only used to control the controlled virtual character to use the currently held weapon to attack, without distinguishing the specific type of weapon held by the controlled virtual character.

[0058] Specifically, in addition to the above-mentioned original attack controls, a weapon switching control (i.e., a virtual control for switching the weapon currently held by the controlled virtual character) can also be displayed on the graphical user interface. When the player wants to change the weapon currently held by the controlled virtual character, the above-mentioned weapon switching control can be triggered. At this time, the terminal device responds to the triggering operation of the above-mentioned weapon switching control, and can switch the weapon currently held by the controlled virtual character to the weapon corresponding to the weapon switching control. After that, the player triggers the above-mentioned original attack control again to control the controlled virtual character to use the switched weapon (i.e., the weapon corresponding to the above-mentioned weapon switching control) to attack (i.e., perform attack actions in the game scene).

[0059] It should be noted that the above-mentioned trigger operation for the weapon switching control can be a click operation (finger click or mouse click), or it can be other operations such as a long press operation and a sliding operation. The embodiment of the present application does not impose any limitation on the specific operation type of the above-mentioned trigger operation.

[0060] Here, as an optional embodiment, Figure 3a FIG. 1 shows a schematic diagram of an interface display of a weapon switching control provided in an embodiment of the present application. Figure 3a As shown, an original attack control 300 is displayed on the graphical user interface 200, wherein the weapon switching control may be a virtual control 301 displayed on the graphical user interface 200. The terminal device displays a plurality of weapons on the graphical user interface 200 in response to a trigger operation of the player on the virtual control 301 (i.e., the weapon switching control). For example, when the player selects the first weapon among the plurality of weapons, the terminal device switches the first weapon to the weapon currently held by the controlled virtual character 100 in response to the player's selection operation on the first weapon.

[0061] Here, as another optional embodiment, Figure 3b FIG. 2 shows another interface display diagram of a weapon switching control provided in an embodiment of the present application. Figure 3b As shown, the weapon switching control may also be a plurality of weapon switching controls corresponding to different weapons displayed on the graphical user interface 200, for example, it may be Figure 3bThe first weapon switching control 311 (corresponding to the first weapon) and the second weapon switching control 312 (corresponding to the second weapon) are displayed on the graphical user interface 200. At this time, if the player chooses to trigger the first weapon switching control 311, the terminal device responds to the triggering operation of the first weapon switching control 311 and can switch the first weapon corresponding to the first weapon switching control 311 to the weapon currently held by the controlled virtual character 100; if the player chooses to trigger the second weapon switching control 312, the terminal device responds to the triggering operation of the second weapon switching control 312 and can switch the second weapon corresponding to the second weapon switching control 312 to the weapon currently held by the controlled virtual character 100.

[0062] Step a2: In response to a control switching instruction for the original attack control, the original attack control is switched and displayed as the target attack control.

[0063] Here, the specific instruction generation method of the above-mentioned control switching instruction is not unique, and the embodiments of the present application do not impose any limitation on this.

[0064] Specifically, as an optional embodiment, a slidable switch control may be configured in the game settings, and when the player slides the switch control to the on position, the control switching instruction may be generated, at which point the terminal device responds to the generated control switching instruction and switches the original attack control displayed on the graphical user interface to the target attack control in the above steps S101-S102; when the player slides the switch control to the off position, the terminal device responds to the switch control sliding to the off position and restores the target attack control displayed on the graphical user interface to the original attack control.

[0065] Specifically, as another optional embodiment, the terminal device may generate the above-mentioned control switching instruction in response to a specific operation triggered on the original attack control (i.e., other operations different from the above-mentioned triggering operation used to trigger the original attack control to control the controlled virtual character to attack), that is, in response to the above-mentioned specific operation on the original attack control, the original attack control is switched and displayed as the target attack control.

[0066] It should be noted that when the above-mentioned original attack control is switched and displayed as a target attack control, if the number of the above-mentioned weapon switching controls displayed on the graphical user interface is the same as the number of sub-controls contained in the target attack control, a mapping relationship between multiple weapon switching controls and multiple sub-controls can also be established. According to the weapon switching control corresponding to a sub-control, the weapon corresponding to the weapon switching control is determined as the weapon corresponding to the sub-control.

[0067] Exemplary descriptions, such as Figure 3bAs shown, in response to the above-mentioned specific operation (i.e., the control switching instruction) on the original attack control 300, the terminal device switches the original attack control 300 to be displayed as the target attack control 210. If the first sub-control 201 in the target attack control 210 corresponds to the first weapon switching control 311, and the second sub-control 202 corresponds to the second weapon switching control 312, then when switching to display the target attack control 210, it can be determined that the weapon corresponding to the first sub-control 201 is the first weapon corresponding to the first weapon switching control 311, and the weapon corresponding to the second sub-control 202 is the second weapon corresponding to the second weapon switching control 312.

[0068] With respect to the specific implementation process of the above-mentioned step S102, since the target attack control contains multiple sub-controls corresponding to multiple different weapons respectively, therefore, as an optional embodiment, when executing the above-mentioned step S102, the terminal device can also control the controlled virtual character to use the first weapon to perform an attack action in the game scene in response to the trigger operation on the above-mentioned first sub-control, and enlarge the display of the first sub-control on the graphical user interface; that is, the terminal device can respond to the trigger operation on the above-mentioned first sub-control without changing the display size of the first sub-control, or can enlarge the display size of the first sub-control, so that the player can intuitively determine from the multiple sub-controls contained in the target attack control that the weapon currently held by the controlled virtual character is the first weapon corresponding to the first sub-control according to the fact that the first sub-control is in an enlarged display state, so that the player can effectively distinguish the sub-control currently being used by the player in the target attack control (that is, the above-mentioned first sub-control) and other sub-controls that have not been used (that is, other sub-controls except the above-mentioned first sub-control).

[0069] Exemplary description, Figure 4a A schematic diagram of a target attack control when triggering a first sub-control provided by an embodiment of the present application is shown, such as Figure 4a As shown, taking the target attack control 210 including the first sub-control 201 and the second sub-control 202 as an example, the terminal device, in response to the trigger operation on the first sub-control 201, can control the controlled virtual character 100 to use the first weapon corresponding to the first sub-control 201 to perform an attack action in the game scene, and enlarge the first sub-control 201 on the graphical user interface 200. At this time, only the first sub-control 201 can be enlarged and displayed, without changing the other sub-controls (i.e., Figure 4a The display size of the second sub-control 202) shown.

[0070] Here, based on the above optional embodiment, as an optional embodiment, refer to Figure 4aAs shown, when the first sub-control is enlarged and displayed on the graphical user interface, the display sizes of the other sub-controls of the multiple sub-controls (i.e., the multiple sub-controls included in the target attack control) except the first sub-control are not changed; as another optional embodiment, when the first sub-control is enlarged and displayed on the graphical user interface, the other sub-controls of the multiple sub-controls except the first sub-control can also be reduced and displayed on the graphical user interface (i.e., the display sizes of the other sub-controls are reduced).

[0071] Exemplary description, Figure 4b FIG. 4 shows another target attack control schematic diagram when the first sub-control is triggered provided by an embodiment of the present application, such as Figure 4b As shown, still taking the target attack control 210 including the first sub-control 201 and the second sub-control 202 as an example, in response to the trigger operation on the first sub-control 201, the terminal device can control the controlled virtual character 100 to use the first weapon corresponding to the first sub-control 201 to perform an attack action in the game scene, and enlarge the first sub-control 201 on the graphical user interface 200. At this time, other sub-controls (i.e., Figure 4b The second sub-control 202 shown is displayed in a zoomed out manner.

[0072] Here, after the above-mentioned first sub-control is enlarged and displayed on the graphical user interface, as an optional embodiment, the terminal device can restore the enlarged first sub-control to the first sub-control before the enlarged display on the graphical user interface (equivalent to canceling the enlarged display of the first sub-control) in response to the controlled virtual character satisfying a preset condition.

[0073] Specifically, the above-mentioned preset conditions include at least one of the following: no operation on the target attack control is received within a first preset time period (the specific value can be adjusted according to the actual game configuration requirements), and the controlled virtual character is currently in an out-of-combat state (for example, other enemy game characters around the controlled virtual character have all been defeated, or the controlled virtual character has escaped from the effective attack range of the enemy virtual character, or no enemy virtual character appears within a certain distance threshold around the controlled virtual character, etc.); the embodiments of the present application do not impose any limitations on the specific conditions of the above-mentioned preset conditions.

[0074] Here, after executing the above-mentioned step S102, the weapon currently held by the controlled virtual character is the first weapon corresponding to the above-mentioned first sub-control. After that, the player can continue to trigger other sub-controls in the target attack control except the above-mentioned first sub-control. Among them, taking the above-mentioned other sub-controls that the player continues to trigger as the second sub-control as an example, as an optional embodiment, the terminal device responds to the trigger operation on the second sub-control among the multiple sub-controls, switches the first weapon held by the controlled virtual character to the second weapon (the second sub-control corresponds to the second weapon among the multiple weapons, that is, the second weapon represents the weapon corresponding to the second sub-control), and controls the controlled virtual character to use the second weapon to perform attack actions in the game scene; that is, similar to the execution method of the above-mentioned step S102, the terminal device responds to the trigger operation on the above-mentioned second sub-control, and can also take into account the attack and weapon switching functions at the same time (that is, switches the first weapon held by the controlled virtual character to the second weapon, and controls the controlled virtual character to use the second weapon to perform attack actions in the game scene).

[0075] Specifically, different from the above optional embodiment, as another optional embodiment, the terminal device can also switch the first weapon held by the controlled virtual character to the second weapon in response to the trigger operation on the above second sub-control, and enlarge the second sub-control on the graphical user interface; that is, different from the execution method of the above step S102, the terminal device can also only switch weapons (that is, switch the first weapon held by the controlled virtual character to the second weapon) and enlarge the second sub-control in response to the trigger operation on the above second sub-control to prompt the player that the weapon currently held by the controlled virtual character has been switched to the second weapon corresponding to the second sub-control. At this time, the player can continue to trigger the above second sub-control after the enlarged display (which is also equivalent to a secondary trigger operation on the second sub-control) to control the controlled virtual character to use the second weapon to perform attack actions in the game scene (equivalent to switching weapons first and then controlling the controlled virtual character to attack).

[0076] Exemplary description, Figure 5 A schematic diagram of a target attack control when triggering a second sub-control provided by an embodiment of the present application is shown. Figure 5 As shown, still taking the target attack control 210 including the first sub-control 201 and the second sub-control 202 as an example, the terminal device can switch the first weapon held by the controlled virtual character 100 to the second weapon in response to the trigger operation on the second sub-control 201, and enlarge the second sub-control 202 on the graphical user interface 200 to prompt the player that the weapon currently held by the controlled virtual character 100 has been switched to the second weapon corresponding to the second sub-control 202.

[0077] It should be noted that when the second sub-control is enlarged and displayed, it is only necessary to ensure that the display size of the enlarged second sub-control is larger than other sub-controls in the target attack control except the second sub-control (such as Figure 5 The first sub-control 201 shown); wherein, taking the target attack control including the first sub-control and the second sub-control as an example, considering that the display size of the target attack control is limited, in order to reduce the interface display resources occupied by the target attack control, as Figure 5 As shown, when the second sub-control is displayed in an enlarged manner, the previously enlarged first sub-control can be restored to its original display size before the enlarged display, or the first sub-control can be displayed in a reduced size, and this embodiment of the present application does not impose any limitation on this.

[0078] Here, on the basis of the above steps S101-S102, when it is detected that the durability of the weapon currently held by the controlled virtual character is insufficient, taking the weapon currently held by the controlled virtual character as the above first sub-control as an example, the terminal device can also display a quick switch control for weapon switching on the graphical user interface, so that the player can use the quick switch control to quickly switch the first weapon currently held by the controlled virtual character and the first weapon corresponding to the first sub-control according to the method shown in the following steps b1-b2, specifically:

[0079] Step b1: In response to the durability of the first weapon currently held by the controlled virtual character being less than or equal to a preset durability threshold, a quick switch control is displayed on the graphical user interface.

[0080] Here, durability is used to indicate the usable time of a weapon in a game scene. The specific value of the above-mentioned preset durability threshold can be set according to the actual weapon switching requirements. The embodiment of the present application does not make any limitation on the specific value of the above-mentioned preset durability threshold.

[0081] Specifically, in order to facilitate players to quickly trigger the above-mentioned quick switch control, as an optional embodiment, the above-mentioned quick switch control can also be displayed in a preset display area associated with the target attack control; wherein, the distance between the quick switch control and the target attack control is less than or equal to a preset distance threshold (equivalent to displaying the above-mentioned quick switch control near the target attack control), and the embodiment of the present application does not impose any limitation on the specific value of the above-mentioned preset distance threshold.

[0082] Step b2: In response to a trigger operation on the quick switch control, the first weapon held by the controlled virtual character is switched to a third weapon.

[0083] Here, the third weapon refers to a weapon determined from the virtual backpack of the controlled virtual character according to preset rules; for example, the third weapon may be the weapon with the highest priority in the virtual backpack, or the third weapon may be the weapon in the virtual backpack with the highest similarity to the first weapon to be replaced, etc. The embodiments of the present application do not impose any limitation on the specific content of the preset rules and the specific method for determining the third weapon.

[0084] It should be noted that, since the weapon corresponding to the first sub-control is the first weapon, when executing step b2, in addition to switching the first weapon held by the controlled virtual character to the third weapon, the weapon corresponding to the first sub-control can also be switched from the first weapon to the third weapon.

[0085] Exemplary description, Figure 6 A schematic diagram of a quick switching control provided by an embodiment of the present application is shown. Figure 6 As shown, in response to the durability of the first weapon currently held by the controlled virtual character 100 being less than or equal to a preset durability threshold, the terminal device displays a quick switch control 600 near the target attack control 210. In response to the trigger operation on the quick switch control 600, the terminal device switches the first weapon held by the controlled virtual character 100 to a third weapon, and switches the weapon corresponding to the first sub-control 201 from the first weapon to the third weapon, so that the player can continue to use the first sub-control to control the controlled virtual character 100 to attack with the switched third weapon (i.e., perform attack actions in the game scene) without changing the specific control used for the current attack operation.

[0086] It should be noted that, in order to reduce the occupation of interface display resources, after the above-mentioned quick switch control is displayed on the graphical user interface, as an optional embodiment, the terminal device may hide the above-mentioned quick switch control on the graphical user interface in response to not receiving any operation on the above-mentioned quick switch control within the second preset time period; that is, if the player does not perform any operation on the above-mentioned quick switch control within the above-mentioned second preset time period, the terminal device may automatically cancel the display of the above-mentioned quick switch control; wherein, the specific value of the above-mentioned second preset time period can be set according to the actual game configuration requirements, and the embodiment of the present application does not impose any limitation on this.

[0087] Here, reference Figure 3b As shown, in existing games, the weapon switching controls (such as Figure 3bThe method of separately switching weapons using the first weapon switching control 311 and the second weapon switching control 312 shown in the figure does not conflict with the weapon switching method of taking into account both weapon switching and attack functions through the improved target attack control in the embodiment of the present application. On this basis, if the number of the above-mentioned weapon switching controls displayed on the graphical user interface is the same as the number of sub-controls included in the target attack control, a mapping relationship between multiple weapon switching controls and multiple sub-controls can also be established. According to the weapon switching control corresponding to a sub-control, the weapon corresponding to the weapon switching control is determined as the weapon corresponding to the sub-control. At this time, if the weapon corresponding to a weapon switching control changes, the weapon corresponding to the sub-control corresponding to the weapon switching control can also be changed according to the method shown in the following step c1. Specifically:

[0088] Step c1, in response to a weapon switching operation on a first weapon switching control, the first weapon corresponding to the first weapon switching control is switched to a fourth weapon indicated by the weapon switching operation, the first weapon corresponding to the first sub-control is switched to a fourth weapon, and the first weapon held by the controlled virtual character is switched to the fourth weapon.

[0089] Specifically, as an optional embodiment, the weapon switching operation may be a sliding operation; for example, the player may continuously slide on the first weapon switching control to control the weapon corresponding to the first weapon switching control to scroll and transform until the sliding ends, thereby determining that the weapon currently corresponding to the first weapon switching control is the fourth weapon indicated by the weapon switching operation.

[0090] Specifically, as another optional embodiment, the above-mentioned weapon switching operation can also be a click operation; for example, when the player clicks the first weapon switching control, a weapon list can be popped up on the graphical user interface, wherein the weapon list displays multiple weapons stored in the virtual backpack of the controlled virtual character, and the weapon selected by the player from the above-mentioned weapon list is the fourth weapon indicated by the above-mentioned weapon switching operation.

[0091] Exemplary description, Figure 7 A schematic diagram of an interface for switching a weapon corresponding to a first sub-control provided by an embodiment of the present application is shown, such as Figure 7As shown, taking the target attack control 210 including the first sub-control 201 and the second sub-control 202 as an example, the graphical user interface 200 displays a first weapon switching control 311 and a second weapon switching control 312; wherein, the first weapon switching control 311 is the same as the weapon corresponding to the first sub-control 201 (both are the first weapon), and the second weapon switching control 312 is the same as the weapon corresponding to the second sub-control 202 (both are the second weapon), and the terminal device responds to the weapon switching operation on the first weapon switching control 311, switches the first weapon corresponding to the first weapon switching control 311 to the fourth weapon indicated by the weapon switching operation, switches the first weapon corresponding to the first sub-control 201 to the fourth weapon, and switches the first weapon held by the controlled virtual character 100 to the fourth weapon.

[0092] Based on the control method in the above game provided by the embodiment of the present application, a graphical user interface is displayed through a terminal device, and a target attack control is displayed on the graphical user interface; wherein the target attack control contains multiple sub-controls, and the multiple sub-controls correspond to multiple weapons respectively; in response to the trigger operation on the first sub-control among the multiple sub-controls, the controlled virtual character is controlled to use the first weapon to perform an attack action in the game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons. In this way, the present application improves the attack control so that the player can use the improved target attack control to switch weapons during the attack process, thereby reducing the problem of interrupting the character attack due to switching weapons, and effectively improving the efficiency of weapon switching.

[0093] Based on the same inventive concept, the present application also provides a control device corresponding to the control method in the above-mentioned game. Since the principle of solving the problem by the control device in the embodiment of the present application is similar to the control method in the above-mentioned game in the embodiment of the present application, the implementation of the control device can refer to the implementation of the above-mentioned control method, and the repeated parts will not be repeated.

[0094] Reference Figure 8 As shown, Figure 8 A schematic diagram of the structure of a control device in a game provided in an embodiment of the present application is shown, wherein the control device comprises:

[0095] A first display module 801 is used to display a graphical user interface through a terminal device, and display a target attack control on the graphical user interface; wherein the target attack control includes a plurality of sub-controls, and the plurality of sub-controls correspond to a plurality of weapons respectively;

[0096] The first response module 802 is used to control the controlled virtual character to use the first weapon to perform an attack action in the game scene in response to a trigger operation on the first sub-control among the multiple sub-controls; wherein the first sub-control corresponds to the first weapon among the multiple weapons.

[0097] In an optional implementation, the control device further includes a control switching module, wherein the control switching module is used to:

[0098] Displaying a graphical user interface through a terminal device, and displaying an original attack control on the graphical user interface; wherein the original attack control corresponds to a target weapon among the multiple weapons, and the target weapon represents a weapon currently held by the controlled virtual character;

[0099] In response to a control switching instruction for the original attack control, the original attack control is switched and displayed as the target attack control.

[0100] In an optional implementation, the control device further includes: a weapon switching module, wherein the weapon switching module is used to:

[0101] displaying a weapon switching control on the graphical user interface;

[0102] In response to a triggering operation on the weapon switching control, the weapon currently held by the controlled virtual character is switched to the weapon corresponding to the weapon switching control.

[0103] In an optional implementation, the control device further includes: a second display module, wherein the second display module is used to:

[0104] In response to the trigger operation on the first sub-control, the controlled virtual character is controlled to use the first weapon to perform an attack action in the game scene, and the first sub-control is displayed in an enlarged manner on the graphical user interface.

[0105] In an optional implementation, when the first subcontrol is displayed in an enlarged manner on the graphical user interface, the second display module is further used to:

[0106] The sub-controls other than the first sub-control among the plurality of sub-controls are displayed in reduced size on the graphical user interface.

[0107] In an optional implementation, the control device further includes: a second response module, wherein the second response module is used to:

[0108] In response to a trigger operation on a second sub-control among the multiple sub-controls, the first weapon held by the controlled virtual character is switched to a second weapon, and the controlled virtual character is controlled to use the second weapon to perform an attack action in a game scene; wherein the second sub-control corresponds to the second weapon among the multiple weapons.

[0109] In an optional implementation, the second response module is further configured to:

[0110] In response to a trigger operation on the second sub-control, the first weapon held by the controlled virtual character is switched to the second weapon, and the second sub-control is displayed in an enlarged manner on the graphical user interface.

[0111] In an optional implementation, after the first subcontrol is displayed in an enlarged manner on the graphical user interface, the second display module is further used to:

[0112] In response to the controlled virtual character satisfying a preset condition, the first sub-control after enlarged display is restored to the first sub-control before enlarged display on the graphical user interface; wherein the preset condition includes at least one of the following: no operation on the target attack control is received within a first preset time period, and the controlled virtual character is currently in an out-of-combat state.

[0113] In an optional implementation, the control device further includes: a quick switching module, wherein the quick switching module is used to:

[0114] In response to the durability of the first weapon currently held by the controlled virtual character being less than or equal to a preset durability threshold, displaying a quick switch control on the graphical user interface;

[0115] In response to a trigger operation on the quick switch control, the first weapon held by the controlled virtual character is switched to a third weapon; wherein the third weapon represents a weapon determined from a virtual backpack of the controlled virtual character according to a preset rule.

[0116] In an optional implementation, when the quick switch control is displayed on the graphical user interface, the quick switch module is used to:

[0117] The quick switch control is displayed in a preset display area associated with the target attack control; wherein the distance between the quick switch control and the target attack control is less than or equal to a preset distance threshold.

[0118] In an optional implementation, after the quick switch control is displayed on the graphical user interface, the quick switch module is further configured to:

[0119] In response to not receiving any operation on the quick switch control within a second preset time period, hiding the quick switch control on the graphical user interface.

[0120] In an optional implementation, the graphical user interface displays a first weapon switching control corresponding to the first weapon, and the control device further includes: a third response module, wherein the third response module is used to:

[0121] In response to a weapon switching operation on the first weapon switching control, the first weapon corresponding to the first weapon switching control is switched to a fourth weapon indicated by the weapon switching operation, the first weapon corresponding to the first sub-control is switched to the fourth weapon, and the first weapon held by the controlled virtual character is switched to the fourth weapon.

[0122] Based on the control device in the above game provided by the embodiment of the present application, a graphical user interface is displayed through a terminal device, and a target attack control is displayed on the graphical user interface; wherein the target attack control contains multiple sub-controls, and the multiple sub-controls correspond to multiple weapons respectively; in response to the trigger operation on the first sub-control among the multiple sub-controls, the controlled virtual character is controlled to use the first weapon to perform an attack action in the game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons. In this way, the present application improves the attack control so that the player can use the improved target attack control to switch weapons during the attack process, thereby reducing the problem of interrupting the character attack due to switching weapons, and effectively improving the efficiency of weapon switching.

[0123] Based on the same inventive concept, the present application also provides an electronic device corresponding to the control method in the above-mentioned game. Since the principle of solving the problem by the electronic device in the embodiment of the present application is similar to the control method in the above-mentioned game in the embodiment of the present application, the implementation of the electronic device can refer to the implementation of the above-mentioned control method, and the repeated parts will not be repeated.

[0124] Fig. 9 A structural diagram of an electronic device 900 provided in an embodiment of the present application includes: a processor 901, a memory 902 and a bus 903, wherein the memory 902 stores machine-readable instructions executable by the processor 901. When the electronic device runs a control method in a game in the embodiment, the processor 901 communicates with the memory 902 via the bus 903, and the processor 901 executes the machine-readable instructions. When the processor 901 executes the machine-readable instructions, the following steps are implemented, specifically:

[0125] Displaying a graphical user interface through a terminal device, and displaying a target attack control on the graphical user interface; wherein the target attack control includes a plurality of sub-controls, and the plurality of sub-controls correspond to a plurality of weapons respectively;

[0126] In response to a trigger operation on a first sub-control among the multiple sub-controls, the controlled virtual character is controlled to use a first weapon to perform an attack action in a game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons.

[0127] In an optional implementation, before displaying the target attack control on the graphical user interface, the processor 901 is further configured to:

[0128] Displaying a graphical user interface through a terminal device, and displaying an original attack control on the graphical user interface; wherein the original attack control corresponds to a target weapon among the multiple weapons, and the target weapon represents a weapon currently held by the controlled virtual character;

[0129] In response to a control switching instruction for the original attack control, the original attack control is switched and displayed as the target attack control.

[0130] In an optional implementation, the processor 901 is further configured to:

[0131] displaying a weapon switching control on the graphical user interface;

[0132] In response to a triggering operation on the weapon switching control, the weapon currently held by the controlled virtual character is switched to the weapon corresponding to the weapon switching control.

[0133] In an optional implementation, the processor 901 is further configured to:

[0134] In response to the trigger operation on the first sub-control, the controlled virtual character is controlled to use the first weapon to perform an attack action in the game scene, and the first sub-control is displayed in an enlarged manner on the graphical user interface.

[0135] In an optional implementation, when the first subcontrol is displayed in an enlarged manner on the graphical user interface, the processor 901 is further configured to:

[0136] The sub-controls other than the first sub-control among the plurality of sub-controls are displayed in reduced size on the graphical user interface.

[0137] In an optional implementation, the processor 901 is further configured to:

[0138] In response to a trigger operation on a second sub-control among the multiple sub-controls, the first weapon held by the controlled virtual character is switched to a second weapon, and the controlled virtual character is controlled to use the second weapon to perform an attack action in a game scene; wherein the second sub-control corresponds to the second weapon among the multiple weapons.

[0139] In an optional implementation, the processor 901 is further configured to:

[0140] In response to a trigger operation on the second sub-control, the first weapon held by the controlled virtual character is switched to the second weapon, and the second sub-control is displayed in an enlarged manner on the graphical user interface.

[0141] In an optional implementation, after the first subcontrol is displayed in an enlarged manner on the graphical user interface, the processor 901 is further configured to:

[0142] In response to the controlled virtual character satisfying a preset condition, the first sub-control after enlarged display is restored to the first sub-control before enlarged display on the graphical user interface; wherein the preset condition includes at least one of the following: no operation on the target attack control is received within a first preset time period, and the controlled virtual character is currently in an out-of-combat state.

[0143] In an optional implementation, the processor 901 is further configured to:

[0144] In response to the durability of the first weapon currently held by the controlled virtual character being less than or equal to a preset durability threshold, displaying a quick switch control on the graphical user interface;

[0145] In response to a trigger operation on the quick switch control, the first weapon held by the controlled virtual character is switched to a third weapon; wherein the third weapon represents a weapon determined from a virtual backpack of the controlled virtual character according to a preset rule.

[0146] In an optional implementation, when displaying the quick switch control on the graphical user interface, the processor 901 is configured to:

[0147] The quick switch control is displayed in a preset display area associated with the target attack control; wherein the distance between the quick switch control and the target attack control is less than or equal to a preset distance threshold.

[0148] In an optional implementation, after the quick switch control is displayed on the graphical user interface, the processor 901 is further configured to:

[0149] In response to not receiving any operation on the quick switch control within a second preset time period, hiding the quick switch control on the graphical user interface.

[0150] In an optional implementation, the graphical user interface displays a first weapon switching control corresponding to the first weapon, and the processor 901 is further configured to:

[0151] In response to a weapon switching operation on the first weapon switching control, the first weapon corresponding to the first weapon switching control is switched to a fourth weapon indicated by the weapon switching operation, the first weapon corresponding to the first sub-control is switched to the fourth weapon, and the first weapon held by the controlled virtual character is switched to the fourth weapon.

[0152] Through the electronic device provided by the embodiment of the present application, a graphical user interface is displayed through a terminal device, and a target attack control is displayed on the graphical user interface; wherein the target attack control contains multiple sub-controls, and the multiple sub-controls correspond to multiple weapons respectively; in response to the trigger operation on the first sub-control among the multiple sub-controls, the controlled virtual character is controlled to use the first weapon to perform an attack action in the game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons. In this way, the present application improves the attack control so that the player can use the improved target attack control to switch weapons during the attack process, thereby reducing the problem of interrupting the character attack due to switching weapons, and effectively improving the efficiency of weapon switching.

[0153] Based on the same inventive concept, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. The computer program is executed when a processor is running, and the processor performs the following steps:

[0154] Displaying a graphical user interface through a terminal device, and displaying a target attack control on the graphical user interface; wherein the target attack control includes a plurality of sub-controls, and the plurality of sub-controls correspond to a plurality of weapons respectively;

[0155] In response to a trigger operation on a first sub-control among the multiple sub-controls, the controlled virtual character is controlled to use a first weapon to perform an attack action in a game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons.

[0156] In an optional implementation, before displaying the target attack control on the graphical user interface, the processor is further configured to:

[0157] Displaying a graphical user interface through a terminal device, and displaying an original attack control on the graphical user interface; wherein the original attack control corresponds to a target weapon among the multiple weapons, and the target weapon represents a weapon currently held by the controlled virtual character;

[0158] In response to a control switching instruction for the original attack control, the original attack control is switched and displayed as the target attack control.

[0159] In an optional implementation, the processor is further configured to:

[0160] displaying a weapon switching control on the graphical user interface;

[0161] In response to a triggering operation on the weapon switching control, the weapon currently held by the controlled virtual character is switched to the weapon corresponding to the weapon switching control.

[0162] In an optional implementation, the processor is further configured to:

[0163] In response to the trigger operation on the first sub-control, the controlled virtual character is controlled to use the first weapon to perform an attack action in the game scene, and the first sub-control is displayed in an enlarged manner on the graphical user interface.

[0164] In an optional implementation, when the first subcontrol is displayed in an enlarged manner on the graphical user interface, the processor is further configured to:

[0165] The sub-controls other than the first sub-control among the plurality of sub-controls are displayed in reduced size on the graphical user interface.

[0166] In an optional implementation, the processor is further configured to:

[0167] In response to a trigger operation on a second sub-control among the multiple sub-controls, the first weapon held by the controlled virtual character is switched to a second weapon, and the controlled virtual character is controlled to use the second weapon to perform an attack action in a game scene; wherein the second sub-control corresponds to the second weapon among the multiple weapons.

[0168] In an optional implementation, the processor is further configured to:

[0169] In response to a trigger operation on the second sub-control, the first weapon held by the controlled virtual character is switched to the second weapon, and the second sub-control is displayed in an enlarged manner on the graphical user interface.

[0170] In an optional implementation, after the first subcontrol is displayed in an enlarged manner on the graphical user interface, the processor is further configured to:

[0171] In response to the controlled virtual character satisfying a preset condition, the first sub-control after enlarged display is restored to the first sub-control before enlarged display on the graphical user interface; wherein the preset condition includes at least one of the following: no operation on the target attack control is received within a first preset time period, and the controlled virtual character is currently in an out-of-combat state.

[0172] In an optional implementation, the processor is further configured to:

[0173] In response to the durability of the first weapon currently held by the controlled virtual character being less than or equal to a preset durability threshold, displaying a quick switch control on the graphical user interface;

[0174] In response to a trigger operation on the quick switch control, the first weapon held by the controlled virtual character is switched to a third weapon; wherein the third weapon represents a weapon determined from a virtual backpack of the controlled virtual character according to a preset rule.

[0175] In an optional implementation, when displaying the quick switch control on the graphical user interface, the processor is configured to:

[0176] The quick switch control is displayed in a preset display area associated with the target attack control; wherein the distance between the quick switch control and the target attack control is less than or equal to a preset distance threshold.

[0177] In an optional implementation, after displaying the quick switch control on the graphical user interface, the processor is further configured to:

[0178] In response to not receiving any operation on the quick switch control within a second preset time period, hiding the quick switch control on the graphical user interface.

[0179] In an optional implementation, a first weapon switching control corresponding to the first weapon is displayed on the graphical user interface, and the processor is further configured to:

[0180] In response to a weapon switching operation on the first weapon switching control, the first weapon corresponding to the first weapon switching control is switched to a fourth weapon indicated by the weapon switching operation, the first weapon corresponding to the first sub-control is switched to the fourth weapon, and the first weapon held by the controlled virtual character is switched to the fourth weapon.

[0181] Through the above-mentioned computer-readable storage medium provided by the embodiment of the present application, a graphical user interface is displayed through a terminal device, and a target attack control is displayed on the graphical user interface; wherein the target attack control contains multiple sub-controls, and the multiple sub-controls correspond to multiple weapons respectively; in response to the trigger operation on the first sub-control among the multiple sub-controls, the controlled virtual character is controlled to use the first weapon to perform an attack action in the game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons. In this way, the present application improves the attack control so that the player can use the improved target attack control to switch weapons during the attack process, thereby reducing the problem of interrupting the character attack due to switching weapons, and effectively improving the efficiency of weapon switching.

[0182] In an embodiment of the present application, the computer-readable storage medium can also execute other machine-readable instructions when run by the processor to execute the control method in the game as described in other embodiments. For the specific execution steps and principles of the control method, please refer to the description of the method side embodiment, which will not be repeated here.

[0183] In the embodiments provided in the present application, it should be understood that the disclosed systems and methods can be implemented in other ways. The system 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, indirect coupling or communication connection of systems or units, which 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 can be essentially or partly embodied in the form of a software product that contributes to the prior art. The computer software product 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: The control method comprises: Displaying a graphical user interface through a terminal device, and displaying a target attack control on the graphical user interface; wherein the target attack control includes a plurality of sub-controls, and the plurality of sub-controls correspond to a plurality of weapons respectively; In response to a trigger operation on a first sub-control among the multiple sub-controls, the controlled virtual character is controlled to use a first weapon to perform an attack action in a game scene; wherein the first sub-control corresponds to the first weapon among the multiple weapons.

2. The control method according to claim 1, characterized in that: Before displaying the target attack control on the graphical user interface, the control method further includes: Displaying a graphical user interface through a terminal device, and displaying an original attack control on the graphical user interface; wherein the original attack control corresponds to a target weapon among the multiple weapons, and the target weapon represents a weapon currently held by the controlled virtual character; In response to a control switching instruction for the original attack control, the original attack control is switched and displayed as the target attack control.

3. The control method according to claim 1, characterized in that: The control method further comprises: displaying a weapon switching control on the graphical user interface; In response to a triggering operation on the weapon switching control, the weapon currently held by the controlled virtual character is switched to the weapon corresponding to the weapon switching control.

4. The control method according to claim 1, characterized in that: The control method further comprises: In response to the trigger operation on the first sub-control, the controlled virtual character is controlled to use the first weapon to perform an attack action in the game scene, and the first sub-control is displayed in an enlarged manner on the graphical user interface.

5. The control method according to claim 4, characterized in that: When the first subcontrol is displayed in an enlarged manner on the graphical user interface, the control method further includes: The sub-controls other than the first sub-control among the plurality of sub-controls are displayed in reduced size on the graphical user interface.

6. The control method according to claim 1, characterized in that: The control method further comprises: In response to a trigger operation on a second sub-control among the multiple sub-controls, the first weapon held by the controlled virtual character is switched to a second weapon, and the controlled virtual character is controlled to use the second weapon to perform an attack action in a game scene; wherein the second sub-control corresponds to the second weapon among the multiple weapons.

7. The control method according to claim 6, characterized in that: The control method further comprises: In response to a trigger operation on the second sub-control, the first weapon held by the controlled virtual character is switched to the second weapon, and the second sub-control is displayed in an enlarged manner on the graphical user interface.

8. The control method according to claim 4, characterized in that: After the first subcontrol is displayed in an enlarged manner on the graphical user interface, the control method further includes: In response to the controlled virtual character satisfying a preset condition, the first sub-control after enlarged display is restored to the first sub-control before enlarged display on the graphical user interface; wherein the preset condition includes at least one of the following: no operation on the target attack control is received within a first preset time period, and the controlled virtual character is currently in an out-of-combat state.

9. The control method according to claim 1, characterized in that: The control method further comprises: In response to the durability of the first weapon currently held by the controlled virtual character being less than or equal to a preset durability threshold, displaying a quick switch control on the graphical user interface; In response to a trigger operation on the quick switch control, the first weapon held by the controlled virtual character is switched to a third weapon; wherein the third weapon represents a weapon determined from a virtual backpack of the controlled virtual character according to a preset rule.

10. The control method according to claim 9, characterized in that: The displaying of the quick switch control on the graphical user interface comprises: The quick switch control is displayed in a preset display area associated with the target attack control; wherein the distance between the quick switch control and the target attack control is less than or equal to a preset distance threshold.

11. The control method according to claim 9, characterized in that: After displaying the quick switch control on the graphical user interface, the control method further includes: In response to not receiving any operation on the quick switch control within a second preset time period, hiding the quick switch control on the graphical user interface.

12. The control method according to claim 1, characterized in that: A first weapon switching control corresponding to the first weapon is displayed on the graphical user interface, and the control method further includes: In response to a weapon switching operation on the first weapon switching control, the first weapon corresponding to the first weapon switching control is switched to a fourth weapon indicated by the weapon switching operation, the first weapon corresponding to the first sub-control is switched to the fourth weapon, and the first weapon held by the controlled virtual character is switched to the fourth weapon.

13. A control device in a game, characterized in that: The control device comprises: A first display module is used to display a graphical user interface through a terminal device, and display a target attack control on the graphical user interface; wherein the target attack control includes a plurality of sub-controls, and the plurality of sub-controls correspond to a plurality of weapons respectively; The first response module is used to control the controlled virtual character to use the first weapon to perform an attack action in the game scene in response to a trigger operation on the first sub-control among the multiple sub-controls; wherein the first sub-control corresponds to the first weapon among the multiple weapons.

14. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the control method in the game as described in any one of claims 1 to 12 are performed.

15. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the control method in the game as described in any one of claims 1 to 12.