Virtual weapon control method and device, electronic equipment, storage medium and program product

By displaying the prompt sign that the subweapons of virtual weapons are lower than the preset value in the graphical user interface of attack games, the problem that players cannot find that the subweapons are close to zero in time is solved, and the game rhythm and player experience are improved.

CN119792911APending Publication Date: 2025-04-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510121625.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-24
Publication Date
2025-04-11

AI Technical Summary

Technical Problem

In attack games, players fail to discover that the subweapons of virtual weapons are close to zero in time, resulting in the game failure.

Method used

The terminal device provides a graphical user interface to display the virtual scene. When the game account uses the virtual weapon, the response subweapons are lower than the preset value, and a prompt sign is displayed to prompt players to replenish subweapons or switch virtual weapons.

Benefits of technology

Effectively assist players in time to replenish subweapons or switch virtual weapons to avoid game failures and improve game rhythm and player experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a virtual weapon control method and apparatus, an electronic device, a storage medium and a program product, a terminal device provides a graphical user interface, the graphical user interface displays a virtual scene, the virtual scene comprises a game account corresponding to the terminal device, the game account is equipped with a plurality of virtual weapons, and the virtual weapons are displayed in the virtual scene. Each virtual weapon is configured to play a game by using a corresponding sub-weapon in a game scene, and the method comprises the following steps: in response to a weapon switching instruction, controlling to switch the virtual weapon; in response to the sub-weapon supplementation instruction, sub-weapon supplementation of the virtual weapon is controlled; in response to the condition that the sub-weapon corresponding to the virtual weapon currently used by the game account number is lower than the preset value, a prompt identifier is controlled to be displayed in the graphical user interface, and the prompt identifier is used for prompting sub-weapon supplementation on the virtual weapon and / or prompting switching on the virtual weapon. According to the method and the device, the prompt identifier related to the state of the virtual weapon is provided to assist the user to play the game.
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Description

Technical Field

[0001] The present disclosure relates to the field of electronic computers and Internet technology, and in particular to a control method, device, electronic device, storage medium and program product of a virtual weapon. Background Art

[0002] This section is intended to provide a background or context to the embodiments of the disclosure that are recited in the claims. No description herein is admitted to be prior art by inclusion in this section.

[0003] In electronic games based on electronic computers and Internet technology, especially attack games, the virtual weapons used by players in the game usually have sub-weapons such as ammunition. When the sub-weapons are zero, the virtual weapon cannot attack. In this case, the player can usually switch virtual weapons or replenish sub-weapons for the virtual weapons to continue the attack.

[0004] In the related art, controls for controlling the switching of virtual weapons and controls for controlling the replenishment of sub-weapons for virtual weapons are usually provided. Players can switch virtual weapons by triggering the controls for controlling the switching of virtual weapons, and can also replenish sub-weapons for virtual weapons by triggering the controls for controlling the replenishment of sub-weapons for virtual weapons.

[0005] However, the game rhythm of attack games is usually fast, and players usually cannot find the status of virtual weapons in time, such as when a sub-weapon is close to zero, which leads to game failure. Summary of the invention

[0006] In view of this, the purpose of the present disclosure is to propose a control method, device, electronic device, storage medium and program product of a virtual weapon, which at least to a certain extent solves one of the technical problems in the related art.

[0007] Based on the above purpose, the first aspect of the exemplary embodiment of the present disclosure provides a method for controlling a virtual weapon, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least part of a virtual scene, wherein the virtual scene includes a game account corresponding to the terminal device, wherein the game account is equipped with a plurality of virtual weapons, and each virtual weapon is configured to use a corresponding sub-weapon to play a game in the game scene, wherein the method includes:

[0008] In response to a weapon switching instruction, controlling the switching of the virtual weapon currently used by the game account;

[0009] In response to the sub-weapon replenishment instruction, controlling the sub-weapon replenishment of the virtual weapon currently used by the game account;

[0010] During the process of the game account using virtual weapons to play games, in response to the sub-weapon corresponding to the virtual weapon currently used by the game account being lower than a preset value, a prompt icon is controlled to be displayed in the graphical user interface, wherein the prompt icon is used to prompt the sub-weapon replenishment of the virtual weapon currently used by the game account, and / or prompt the switching of the virtual weapon currently used by the game account.

[0011] Based on the same inventive concept, the second aspect of the exemplary embodiment of the present disclosure provides a control device for a virtual weapon, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least part of a virtual scene, wherein the virtual scene includes a game account corresponding to the terminal device, wherein the game account is equipped with a plurality of virtual weapons, and each virtual weapon is configured to use a corresponding sub-weapon in the game scene to play a game, wherein the device includes:

[0012] A weapon switching module, configured to control switching of the virtual weapon currently used by the game account in response to a weapon switching instruction;

[0013] A sub-weapon replenishment module is configured to control the sub-weapon replenishment of the virtual weapon currently used by the game account in response to the sub-weapon replenishment instruction;

[0014] The prompt mark display module is configured to control the display of a prompt mark in the graphical user interface in response to the sub-weapon corresponding to the virtual weapon currently used by the game account being lower than a preset value during the process of the game account using the virtual weapon to play the game, wherein the prompt mark is used to prompt the sub-weapon replenishment of the virtual weapon currently used by the game account and / or prompt the switching of the virtual weapon currently used by the game account.

[0015] Based on the same inventive concept, a third aspect of the exemplary embodiment of the present disclosure provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, the method described in the first aspect is implemented.

[0016] Based on the same inventive concept, a fourth aspect of the exemplary embodiments of the present disclosure provides a non-transitory computer-readable storage medium, wherein the non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to enable a computer to execute the method described in the first aspect.

[0017] Based on the same inventive concept, a fifth aspect of the exemplary embodiments of the present disclosure provides a computer program product, including computer program instructions. When the computer program instructions are executed on a computer, the computer executes the method described in the first aspect.

[0018] As can be seen from the above, the control method, device, electronic device, storage medium and program product of the virtual weapon provided by the embodiment of the present disclosure provide a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a virtual scene, wherein the virtual scene includes a game account corresponding to the terminal device, wherein the game account is equipped with multiple virtual weapons, and each virtual weapon is configured to use a corresponding sub-weapon to play a game in the game scene, wherein the method includes: in response to a weapon switching instruction, controlling the switching of the virtual weapon currently used by the game account; in response to a sub-weapon replenishment instruction, controlling the sub-weapon replenishment of the virtual weapon currently used by the game account; in the process of the game account using the virtual weapon to play the game, in response to the sub-weapon corresponding to the virtual weapon currently used by the game account being lower than a preset value, controlling the display of a prompt mark in the graphical user interface, wherein the prompt mark is used to prompt the sub-weapon replenishment of the virtual weapon currently used by the game account, and / or prompting the switching of the virtual weapon currently used by the game account. In the present disclosure, by providing a prompt mark related to the status of the virtual weapon, the user is assisted in playing the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the present disclosure or related technologies, the drawings required for use in the embodiments or related technical descriptions are briefly introduced below. Obviously, the drawings described below are only embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0020] Figure 1 A schematic diagram of an application scenario of a virtual weapon control method provided by an exemplary embodiment of the present disclosure;

[0021] Figure 2 A schematic diagram of another application scenario of the control method of a virtual weapon provided by an exemplary embodiment of the present disclosure;

[0022] Figure 3 A flowchart of a method for controlling a virtual weapon provided by an exemplary embodiment of the present disclosure;

[0023] Figure 4 A schematic diagram of another application scenario of the control method of a virtual weapon provided by an exemplary embodiment of the present disclosure;

[0024] Figure 5 A schematic diagram of another application scenario of the control method of a virtual weapon provided by an exemplary embodiment of the present disclosure;

[0025] Figure 6 A schematic diagram of another application scenario of the control method of a virtual weapon provided by an exemplary embodiment of the present disclosure;

[0026] Figure 7 A schematic diagram of a structure of a control device for a virtual weapon provided by an exemplary embodiment of the present disclosure;

[0027] Figure 8 A schematic structural diagram of an electronic device provided by an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION

[0028] It is understandable that before using the technical solutions disclosed in the embodiments of this application, the type, scope of use, usage scenarios, etc. of the personal information involved in this application should be informed to the user and the user's authorization should be obtained in an appropriate manner in accordance with relevant laws and regulations.

[0029] For example, in response to receiving an active request from a user, a prompt message is sent to the user to clearly prompt the user that the operation requested to be performed will require obtaining and using the user's personal information. Thus, the user can autonomously choose whether to provide personal information to software or hardware such as an electronic device, application, server, or storage medium that performs the operation of the technical solution of the present application according to the prompt message.

[0030] As an optional but non-limiting implementation, in response to receiving an active request from the user, the prompt information may be sent to the user in the form of a pop-up window, in which the prompt information may be presented in text form. In addition, the pop-up window may also carry a selection control for the user to choose "agree" or "disagree" to provide personal information to the electronic device.

[0031] It is understandable that the above notification and the process of obtaining user authorization are merely illustrative and do not constitute a limitation on the implementation method of the present application. Other methods that meet relevant laws and regulations may also be applied to the implementation method of the present application.

[0032] It is understandable that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) shall comply with the requirements of relevant laws, regulations and relevant provisions.

[0033] In order to make the purpose, technical solutions and advantages of the present disclosure more clear, the principles and spirit of the present disclosure will be described with reference to several exemplary embodiments. It should be understood that these embodiments are provided only to enable those skilled in the art to better understand and implement the present disclosure, and are not intended to limit the scope of the present disclosure in any way. On the contrary, these embodiments are provided to make the present disclosure more thorough and complete, and to fully convey the scope of the present disclosure to those skilled in the art.

[0034] It should be understood herein that any number of elements in the drawings is for illustration rather than limitation, and any naming is only for distinction rather than having any limiting meaning.

[0035] It should be noted that, unless otherwise defined, the technical terms or scientific terms used in the embodiments of the present disclosure should be understood by people with ordinary skills in the field to which the present disclosure belongs. The "first", "second" and similar words used in the embodiments of the present disclosure do not represent any order, quantity or importance, but are only used to distinguish different components. "Including" or "comprising" and similar words mean that the elements or objects appearing in front of the word cover the elements or objects listed after the word and their equivalents, without excluding other elements or objects. "Connecting" or "connected" and similar words are not limited to physical or mechanical connections, but can include electrical connections, whether direct or indirect. "Up", "down", "left", "right" and the like are only used to indicate relative positional relationships. When the absolute position of the described object changes, the relative positional relationship may also change accordingly. The article "one" or "a" before an element does not exclude the existence of multiple such elements.

[0036] The principle and spirit of the present disclosure are explained in detail below with reference to several representative embodiments of the present disclosure.

[0037] refer to Figure 1 , which is a schematic diagram of an application scenario of the control method of a virtual weapon provided by an exemplary embodiment of the present disclosure.

[0038] In this application scenario, a graphical user interface 100 is provided by a terminal device, and the content displayed by the graphical user interface 100 includes at least a part of a game scene.

[0039] The graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display, and can be a display screen interface of a terminal device. The graphical user interface can present the entire game scene, or only a part of the game scene. When the game scene is relatively large, only a part of the game scene is displayed on the graphical user interface of the terminal device during the game.

[0040] The terminal device mainly refers to a terminal used to provide a graphical user interface and capable of controlling the controlled virtual object. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interaction system. The terminal device may include but is not limited to any of the following devices: a smart phone, a tablet computer, a PDA, a personal digital assistant (PDA), etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiment of the present application, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0041] The graphical user interface includes a user interface (UI) and a game screen, wherein the UI interface is a medium for human-computer interaction and information exchange between the system and the user. The UI interface can present system information in a form acceptable to humans, so that users can conveniently and efficiently operate the computer to achieve two-way human-computer interaction. The user interface can be composed of visual elements such as controls, text, graphics, images, icons, input boxes, etc. In an optional embodiment, the user interface may include acquisition controls, research controls, expedition controls, etc. In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include controlled virtual objects that execute game logic in the virtual scene, etc.

[0042] The game scene is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene of complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Instances of virtual scenes may include: mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. At least one element; for example, for 2D or 3D multiplayer online tactical competitive games, the virtual scene is a 2D or 3D terrain scene for virtual objects to fight. Instances of virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.

[0043] In this exemplary embodiment, the virtual scene includes a virtual weapon 101 controlled by a terminal device, and the content displayed by the graphical user interface 100 also includes a virtual crosshair 102 of the virtual weapon 101 and an attack control 103 for controlling the virtual weapon 101 to attack.

[0044] When the user clicks the attack control 103 , the virtual weapon 101 is controlled to attack the aiming position of the virtual crosshair 102 .

[0045] In some exemplary embodiments, the content displayed by the graphical user interface 100 further includes a virtual weapon list 104, which includes a first virtual weapon identifier 105 and a second virtual weapon identifier 106. It is assumed that the virtual weapon currently used by the user is the virtual weapon corresponding to the first virtual weapon identifier 105. If the ammunition of the currently used virtual weapon is lower than a preset ammunition threshold (its ammunition is, for example, 0 / 100), the user can click on the second virtual weapon identifier 106 in the virtual weapon list 104 to switch the currently used virtual weapon to the virtual weapon corresponding to the second virtual weapon identifier 106 with sufficient ammunition (its ammunition is, for example, 10 / 10).

[0046] In some exemplary embodiments, the content displayed by the graphical user interface 100 also includes a backpack control 107. If the ammunition level of the virtual weapon currently in use is lower than a preset ammunition level threshold (its ammunition level is, for example, 0 / 100), the user can click on the backpack control 107 to open the backpack and select a virtual weapon with sufficient ammunition (its ammunition level is, for example, 10 / 10) in the backpack to equip.

[0047] In some exemplary embodiments, the content displayed by the graphical user interface 100 also includes a reload control 108. If the ammunition amount of the virtual weapon currently in use is lower than a preset ammunition amount threshold (its ammunition amount is, for example, 0 / 100), the user can click the reload control 108 to reload virtual ammunition for the virtual weapon currently in use.

[0048] However, the inventors of the present disclosure discovered that, although the above scheme provides for switching weapons and replenishing sub-weapons for weapons, they are independent of each other and are related to the status of the weapons. The game pace of attack games is usually fast, and players usually cannot discover the status of virtual weapons in time, for example, a sub-weapon is close to zero, which leads to game failure.

[0049] In order to solve the above problems, the present disclosure provides a control solution for virtual weapons, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a game account corresponding to the terminal device, the game account is equipped with multiple virtual weapons, and each virtual weapon is configured to use a corresponding sub-weapon to play a game in the game scene, and the method comprises: in response to a weapon switching instruction, controlling the switching of the virtual weapon currently used by the game account; in response to a sub-weapon replenishment instruction, controlling the sub-weapon replenishment of the virtual weapon currently used by the game account; during the process of the game account using the virtual weapon to play the game, in response to the sub-weapon corresponding to the virtual weapon currently used by the game account being lower than a preset value, controlling the display of a prompt mark in the graphical user interface, wherein the prompt mark is used to prompt the sub-weapon replenishment of the virtual weapon currently used by the game account, and / or prompting the switching of the virtual weapon currently used by the game account.

[0050] In the present disclosure, a prompt mark related to the status of a virtual weapon is provided to assist the user in playing the game.

[0051] After introducing the basic principles of the present disclosure, various non-limiting embodiments of the present disclosure are described in detail below.

[0052] refer to Figure 2 , which is a schematic diagram of another application scenario of the virtual weapon control method provided by the exemplary embodiment of the present disclosure.

[0053] This application scenario includes a terminal device 201, a server 202, and a data storage system 203. The terminal device 201, the server 202, and the data storage system 203 can be connected via a wired or wireless communication network to achieve data interaction.

[0054] The terminal device 201 may be an electronic device with data transmission and multimedia input / output functions close to the user side, including but not limited to a desktop computer, a mobile phone, a mobile computer, a tablet computer, a media player, a smart wearable device, a personal digital assistant (PDA) or other electronic devices capable of realizing the above functions. The electronic device may include a processor and a display screen with a touch input function, the display screen is used to present a graphical user interface, the graphical user interface can display an application interface, and the processor is used to process application data, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0055] Server 202 and data storage system 203 can both be independent physical servers, or a server cluster or distributed system composed of multiple physical servers. They can also be cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), as well as big data and artificial intelligence platforms.

[0056] In some exemplary embodiments, the control method of the virtual weapon may be executed on the terminal device 201 or the server 202 .

[0057] When the virtual weapon control method is run on the server 202, the server 202 is used to provide virtual weapon control services to the user of the terminal device 201. The terminal device 201 is installed with a client that communicates with the server 202, and the user can play the game through the client.

[0058] Among them, the running body of the game program and the game screen presentation body are separated, the storage and operation of the control method of the virtual weapon in the game are completed on the server 202, and the terminal device 201 is used for receiving and sending data and presenting the game screen. For example, the terminal device 201 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 server 202 is used for information processing. When playing the game, the player operates the terminal device 201 to send an operation instruction to the server 202. The server 202 runs the game according to the operation instruction, encodes and compresses the data such as the game screen, and returns it to the terminal device 201 through the network. Finally, the terminal device 201 decodes and outputs the game screen.

[0059] In the above embodiment, the control method of the virtual weapon is described by taking the operation of the virtual weapon control method on the server 202 as an example, however, the present disclosure is not limited thereto, and in some exemplary embodiments, the control method of the virtual weapon may also be operated on the terminal device 201 .

[0060] The terminal device 201 stores a game program and is used to present a game screen. The terminal device 201 is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed through a conventional electronic device and run. The terminal device 201 may provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on a display screen of the terminal device 201, or provided to the player through a holographic projection. For example, the terminal device 201 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.

[0061] The data storage system 203 can be used to assist the terminal device 201 and the server 202 in storing data to reduce the storage capacity requirements of the terminal device 201 and the server 202. It is understandable that if the terminal device 201 and the server 202 themselves have strong data storage capabilities, the data storage system 203 may not be set up.

[0062] Combine the following Figure 2 The control method of a virtual weapon according to an exemplary embodiment of the present disclosure is described by using an application scenario. It should be noted that the above application scenario is only shown to facilitate understanding of the spirit and principle of the present disclosure, and the embodiments of the present disclosure are not limited in this respect. On the contrary, the embodiments of the present disclosure can be applied to any applicable scenario.

[0063] refer to Figure 3 , which is a flow chart of a method for controlling a virtual weapon provided by an exemplary embodiment of the present disclosure.

[0064] The control method of a virtual weapon provided by an exemplary embodiment of the present disclosure provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a virtual scene, wherein the virtual scene includes a game account corresponding to the terminal device, wherein the game account is equipped with a plurality of virtual weapons, and each virtual weapon is configured to use a corresponding sub-weapon in the game scene to play a game, wherein the method comprises the following steps:

[0065] Step S310: In response to a weapon switching instruction, control switching of the virtual weapon currently used by the game account.

[0066] In some exemplary embodiments, the graphical user interface further displays a weapon switching control, and the method further comprises:

[0067] In response to the triggering operation on the weapon switching control, a weapon switching instruction for the virtual weapon currently used by the game account is generated.

[0068] As an example, see Figure 1 , the content displayed by the graphical user interface 100 also includes a virtual weapon list 104, which includes a first virtual weapon identifier 105 and a second virtual weapon identifier 106. It is assumed that the virtual weapon currently used by the user is the virtual weapon corresponding to the first virtual weapon identifier 105. If the ammunition of the currently used virtual weapon is lower than a preset ammunition threshold (its ammunition is, for example, 0 / 100), the user can click the second virtual weapon identifier 106 in the virtual weapon list 104 to switch the currently used virtual weapon to the virtual weapon corresponding to the second virtual weapon identifier 106 with sufficient ammunition (its ammunition is, for example, 10 / 10).

[0069] As an example, see Figure 1 The content displayed by the graphical user interface 100 also includes a backpack control 107. If the ammunition amount of the virtual weapon currently in use is lower than a preset ammunition amount threshold (its ammunition amount is, for example, 0 / 100), the user can click the backpack control 107 to open the backpack and select a virtual weapon with sufficient ammunition (its ammunition amount is, for example, 10 / 10) in the backpack to equip.

[0070] Step S320: In response to the sub-weapon replenishment instruction, control the sub-weapon replenishment of the virtual weapon currently used by the game account.

[0071] In some exemplary embodiments, the graphical user interface further displays a sub-weapon supplement control, and the method further comprises:

[0072] In response to the triggering operation on the sub-weapon replenishment control, a sub-weapon replenishment instruction for the virtual weapon currently used by the game account is generated.

[0073] As an example, see Figure 1 The content displayed by the graphical user interface 100 also includes a bullet reload control 108. If the ammunition amount of the virtual weapon currently in use is lower than a preset ammunition amount threshold (the ammunition amount is, for example, 0 / 100), the user can click the bullet reload control 108 to reload virtual ammunition for the virtual weapon currently in use.

[0074] Step S330: During the process of the game account using a virtual weapon to play a game, in response to a sub-weapon corresponding to the virtual weapon currently used by the game account being lower than a preset value, control the display of a prompt mark in the graphical user interface, wherein the prompt mark is used to prompt the replenishment of the sub-weapon of the virtual weapon currently used by the game account, and / or prompt the switching of the virtual weapon currently used by the game account.

[0075] In some exemplary embodiments, the prompt mark includes: a weapon switching mark, and / or a sub-weapon supplement mark.

[0076] In some exemplary embodiments, the controlling the display of a prompt mark in the graphical user interface includes:

[0077] Controlling display of the prompt mark in the virtual scene.

[0078] During specific implementation, the prompt UI is set in the game scene, so that the player can change the aiming direction of the crosshair bound to the lens by adjusting the lens, so that the crosshair can be aimed at the prompt UI in the scene.

[0079] In some exemplary embodiments, the graphical user interface further displays a crosshair, and the crosshair is used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; and the control of displaying a prompt mark in the graphical user interface includes:

[0080] Controlling display of the prompt indicator at a different user interface level from the crosshair.

[0081] In specific implementation, the prompt UI is set at a UI level different from the crosshairs and the lens. When the lens moves, the crosshairs will move, but the prompt UI will not move, so that the crosshairs can be aligned with the prompt UI in the scene.

[0082] In some exemplary embodiments, the graphical user interface further displays a crosshair, and the crosshair is used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; the method further includes:

[0083] Control to display the prompt mark within a preset range around the aiming direction.

[0084] In the present disclosure, a prompt mark related to the status of a virtual weapon is provided to assist the user in playing the game.

[0085] Furthermore, the inventors of the present disclosure have also discovered that in the above scheme, although prompt icons related to the status of virtual weapons are provided to assist users in playing the game, since switching virtual weapons or replenishing sub-weapons for virtual weapons requires independent controls, players need to switch from triggering the operation of the attack control to triggering the operation of the control for switching virtual weapons, or switch to triggering the operation of the control for replenishing sub-weapons for virtual weapons.

[0086] Therefore, the operation of players switching virtual weapons or replenishing sub-weapons for virtual weapons is separated from the attack operation, which is inconvenient and time-consuming, and cannot meet the demand of attack games for a faster game rhythm.

[0087] In order to solve the above problems, the present disclosure provides weapon switching and sub-weapon supplementation based on the above prompt mark, specifically:

[0088] In some exemplary embodiments, the graphical user interface further displays a crosshair, and the crosshair is used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; the method further includes:

[0089] In response to a field of view adjustment instruction, controlling to adjust the aiming direction of the crosshair in the game scene;

[0090] After displaying the prompt mark in the graphical user interface, the method further includes:

[0091] In response to the positional relationship between the aiming direction and the prompt mark satisfying a specified condition, control is performed to supplement sub-weapons of the virtual weapon currently used by the game account, and / or the virtual weapon currently used by the game account is switched.

[0092] In some exemplary embodiments, the graphical user interface further displays a crosshair, and the crosshair is used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; the method further includes:

[0093] In response to a field of view adjustment instruction, controlling to adjust the aiming direction of the crosshair in the game scene;

[0094] After displaying the prompt mark in the graphical user interface, the method further includes:

[0095] When the positional relationship between the aiming direction and the prompt mark meets the specified conditions, in response to the attack instruction for the virtual weapon currently used by the game account, the virtual weapon currently used by the game account is controlled to be supplemented with sub-weapons and / or the virtual weapon currently used by the game account is switched.

[0096] In some exemplary embodiments, the graphical user interface further displays an attack control, and the method further comprises:

[0097] In response to the triggering operation on the attack control, an attack instruction for the virtual weapon currently used by the game account is generated.

[0098] refer to Figure 4 As an example, in this application scenario, a graphical user interface 100 is provided by a terminal device, and the content displayed by the graphical user interface 100 includes at least part of a game scene.

[0099] In this exemplary embodiment, the virtual scene includes a virtual weapon 101 controlled by a terminal device, and the content displayed by the graphical user interface 100 also includes a virtual crosshair 102 of the virtual weapon 101 and an attack control 103 for controlling the virtual weapon 101 to attack.

[0100] When the user clicks the attack control 103 , the virtual weapon 101 is controlled to attack the aiming position of the virtual crosshair 102 .

[0101] In some exemplary embodiments, the content displayed by the graphical user interface 100 also includes a virtual weapon list 104 , which includes a first virtual weapon identifier 105 and a second virtual weapon identifier 106 , assuming that the virtual weapon 101 currently used by the user is the virtual weapon corresponding to the first virtual weapon identifier 105 .

[0102] If the ammunition value of the currently used virtual weapon 101 is less than the ammunition threshold (its ammunition is, for example, 0 / 100), the control graphical user interface 100 displays at least one of the switching virtual weapon logo 109 and the loading virtual ammunition logo 110 corresponding to the state where the ammunition value is less than the ammunition threshold in the virtual scene.

[0103] In some exemplary embodiments, determining an aiming position of a virtual crosshair 102 of a virtual weapon 101 in a virtual scene;

[0104] The graphical user interface 100 is controlled to display at least one of a switching virtual weapon mark 109 and a loading virtual ammunition mark 110 corresponding to a state where the ammunition amount value is less than an ammunition amount threshold within a preset range around the aiming position.

[0105] When the attack control 103 controls the virtual weapon 101 to perform an attack operation on the switching virtual weapon identifier 109, the virtual weapon 101 is controlled to be switched to another virtual weapon with sufficient ammunition, such as the virtual weapon corresponding to the second virtual weapon identifier 106 (whose ammunition amount is, for example, 10 / 10).

[0106] When the attack control 103 controls the virtual weapon 101 to perform an attack operation on the loading virtual ammunition mark 110 , the virtual weapon 101 is controlled to be loaded with virtual ammunition.

[0107] In some exemplary embodiments, the graphical user interface further displays an interactive control, and the method further comprises:

[0108] In response to a first trigger operation on the interactive control, generating a weapon switching instruction for a virtual weapon currently used by the game account;

[0109] In response to a second trigger operation on the interactive control, a sub-weapon replenishment instruction for the virtual weapon currently used by the game account is generated.

[0110] In some exemplary embodiments, the interactive controls include attack controls.

[0111] In some exemplary embodiments, the generating, in response to the first triggering operation on the interactive control, a weapon switching instruction for the virtual weapon currently used by the game account includes:

[0112] In response to a sliding operation on the interactive control while maintaining a pressed state, determining whether a speed of the sliding operation is greater than a sliding speed threshold;

[0113] In response to determining that the speed of the sliding operation is greater than a sliding speed threshold, determining a direction of the sliding operation;

[0114] In response to determining that the direction of the sliding operation is the first direction, generating an instruction to control the switching of the virtual weapon to the virtual weapon that is a preset number of positions earlier in the virtual weapon sequence;

[0115] In response to determining that the direction of the sliding operation is the second direction, an instruction is generated to control the virtual weapon to be switched to a virtual weapon that is a preset number of positions later in the virtual weapon sequence.

[0116] In some exemplary embodiments, the method further comprises:

[0117] Determining an operation gesture corresponding to the sliding operation;

[0118] The value of the preset number of digits is determined based on the operation gesture.

[0119] In some exemplary embodiments, the step of generating, in response to the second trigger operation on the interactive control, a sub-weapon replenishment instruction for the virtual weapon currently used by the game account includes:

[0120] In response to a sliding operation on the interactive control while maintaining a pressed state, determining whether a speed of the sliding operation is greater than a sliding speed threshold;

[0121] In response to determining that the speed of the sliding operation is greater than a sliding speed threshold, determining a direction of the sliding operation;

[0122] In response to determining that the direction of the sliding operation is the third direction, an instruction for controlling the replenishment of sub-weapons for the virtual weapon is generated.

[0123] refer to Figure 5As an example, in this application scenario, a graphical user interface 100 is provided by a terminal device, and the content displayed by the graphical user interface 100 includes at least part of a game scene.

[0124] In this exemplary embodiment, the virtual scene includes a virtual weapon 101 controlled by a terminal device, and the content displayed by the graphical user interface 100 also includes a virtual crosshair 102 of the virtual weapon 101 and an attack control 103 for controlling the virtual weapon 101 to attack.

[0125] When the user clicks the attack control 103 , the virtual weapon 101 is controlled to attack the aiming position of the virtual crosshair 102 .

[0126] In some exemplary embodiments, the content displayed by the graphical user interface 100 also includes a virtual weapon list 104 , which includes a first virtual weapon identifier 105 and a second virtual weapon identifier 106 , assuming that the virtual weapon 101 currently used by the user is the virtual weapon corresponding to the first virtual weapon identifier 105 .

[0127] In response to a sliding operation on the attack control 103 while maintaining the pressed state, it is determined whether a speed of the sliding operation is greater than a sliding speed threshold.

[0128] As an example, the sliding speed threshold is 200 to 500 pixels per second to avoid confusion with regular slow sliding and prevent misoperation.

[0129] refer to Figure 6 In response to determining that the speed of the sliding operation is greater than the sliding speed threshold, determining the direction of the sliding operation:

[0130] In response to determining that the direction of the sliding operation is the first direction, controlling the virtual weapon 101 to be switched to a virtual weapon that is a preset number of positions earlier in the virtual weapon sequence;

[0131] In response to determining that the direction of the sliding operation is the second direction, controlling the virtual weapon 101 to be switched to a virtual weapon that is a preset number of positions later in the virtual weapon sequence;

[0132] In response to determining that the direction of the sliding operation is the third direction, the control loads the virtual weapon 101 with virtual ammunition.

[0133] In some exemplary embodiments, determining an operation gesture corresponding to the sliding operation;

[0134] The value of the preset number of digits is determined based on the operation gesture.

[0135] As an example, if the operation gesture corresponding to the sliding operation is a single-finger operation, the value of the preset number is one; if the operation gesture corresponding to the sliding operation is a two-finger operation, the value of the preset number is two; if the operation gesture corresponding to the sliding operation is a three-finger operation, the value of the preset number is three.

[0136] It should be noted that in the above exemplary embodiments, virtual weapons are virtual hot weapons such as virtual firearms, and therefore the amount of ammunition is taken as an example for explanation. In some exemplary embodiments, if the virtual weapon is a virtual cold weapon, its durability is usually considered. If the virtual weapon is a virtual magic weapon, its mana is usually considered. The principles are the same as the amount of ammunition, so they will not be repeated here.

[0137] Through the present disclosure, events corresponding to function identifiers can be realized based on the reuse of attack controls, such as switching virtual weapons, filling ammunition for virtual weapons, or repairing virtual weapons, etc. The operation is convenient and the time cost is low, which can meet the needs of attack games for a faster game rhythm.

[0138] It should be noted that the method of the embodiment of the present disclosure can be performed by a single device, such as a computer or a server. The method of the present embodiment can also be applied in a distributed scenario and completed by multiple devices cooperating with each other. In the case of such a distributed scenario, one of the multiple devices can only perform one or more steps in the method of the embodiment of the present disclosure, and the multiple devices will interact with each other to complete the described method.

[0139] It should be noted that the above describes some embodiments of the present disclosure. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the above embodiments and still achieve the desired results. In addition, the processes depicted in the accompanying drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0140] Based on the same inventive concept, corresponding to any of the above-mentioned embodiment methods, the present disclosure also provides a control device for a virtual weapon.

[0141] refer to Figure 7 , which is a structural diagram of a control device for a virtual weapon provided by an exemplary embodiment of the present disclosure.

[0142] A control device for virtual weapons, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a virtual scene, wherein the virtual scene includes a game account corresponding to the terminal device, wherein the game account is equipped with a plurality of virtual weapons, and each virtual weapon is configured to use a corresponding sub-weapon to play a game in the game scene, wherein the device includes the following modules:

[0143] The weapon switching module 910 is configured to control the switching of the virtual weapon currently used by the game account in response to the weapon switching instruction;

[0144] The sub-weapon replenishment module 920 is configured to control the sub-weapon replenishment of the virtual weapon currently used by the game account in response to the sub-weapon replenishment instruction;

[0145] The prompt mark display module 930 is configured to control the display of a prompt mark in the graphical user interface in response to the sub-weapon corresponding to the virtual weapon currently used by the game account being lower than a preset value during the process of the game account using the virtual weapon to play the game, wherein the prompt mark is used to prompt the game account to replenish the sub-weapons of the virtual weapon currently used by the game account and / or prompt the game account to switch the virtual weapon currently used by the game account.

[0146] In some exemplary embodiments, the graphical user interface further displays a crosshair, the crosshair being used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; the control device of the virtual weapon is further configured to:

[0147] In response to a field of view adjustment instruction, controlling to adjust the aiming direction of the crosshair in the game scene;

[0148] After the prompt mark is displayed in the graphical user interface, the control device of the virtual weapon is further configured to:

[0149] In response to the positional relationship between the aiming direction and the prompt mark satisfying a specified condition, control is performed to supplement sub-weapons of the virtual weapon currently used by the game account, and / or the virtual weapon currently used by the game account is switched.

[0150] In some exemplary embodiments, the graphical user interface further displays a crosshair, the crosshair being used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; the control device of the virtual weapon is further configured to:

[0151] In response to a field of view adjustment instruction, controlling to adjust the aiming direction of the crosshair in the game scene;

[0152] After displaying the prompt mark in the graphical user interface, the method further includes:

[0153] When the positional relationship between the aiming direction and the prompt mark meets the specified conditions, in response to the attack instruction for the virtual weapon currently used by the game account, the virtual weapon currently used by the game account is controlled to be supplemented with sub-weapons and / or the virtual weapon currently used by the game account is switched.

[0154] In some exemplary embodiments, the graphical user interface also displays an attack control, and the control device of the virtual weapon is further configured to:

[0155] In response to the triggering operation on the attack control, an attack instruction for the virtual weapon currently used by the game account is generated.

[0156] In some exemplary embodiments, the prompt mark includes: a weapon switching mark, and / or a sub-weapon supplement mark.

[0157] In some exemplary embodiments, the prompt indicator display module 930 is configured to:

[0158] Controlling display of the prompt mark in the virtual scene.

[0159] In some exemplary embodiments, the graphical user interface further displays a crosshair, which is used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; the prompt indicator display module 930 is configured to:

[0160] Controlling display of the prompt indicator at a different user interface level from the crosshair.

[0161] In some exemplary embodiments, the graphical user interface further displays a crosshair, which is used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; the prompt indicator display module 930 is configured to:

[0162] Control to display the prompt mark within a preset range around the aiming direction.

[0163] In some exemplary embodiments, the graphical user interface also displays a weapon switching control and a sub-weapon supplement control, and the control device of the virtual weapon is further configured to:

[0164] In response to a trigger operation on the weapon switching control, generating a weapon switching instruction for a virtual weapon currently used by the game account;

[0165] In response to the triggering operation on the sub-weapon replenishment control, a sub-weapon replenishment instruction for the virtual weapon currently used by the game account is generated.

[0166] In some exemplary embodiments, the graphical user interface also displays interactive controls, and the control device of the virtual weapon is further configured to:

[0167] In response to a first trigger operation on the interactive control, generating a weapon switching instruction for a virtual weapon currently used by the game account;

[0168] In response to a second trigger operation on the interactive control, a sub-weapon replenishment instruction for the virtual weapon currently used by the game account is generated.

[0169] In some exemplary embodiments, the interactive controls include attack controls.

[0170] In some exemplary embodiments, the control device of the virtual weapon is further configured to:

[0171] In response to a sliding operation on the interactive control while maintaining a pressed state, determining whether a speed of the sliding operation is greater than a sliding speed threshold;

[0172] In response to determining that the speed of the sliding operation is greater than a sliding speed threshold, determining a direction of the sliding operation;

[0173] In response to determining that the direction of the sliding operation is the first direction, generating an instruction to control the switching of the virtual weapon to the virtual weapon that is a preset number of positions earlier in the virtual weapon sequence;

[0174] In response to determining that the direction of the sliding operation is the second direction, an instruction is generated to control the virtual weapon to be switched to a virtual weapon that is a preset number of positions later in the virtual weapon sequence.

[0175] In some exemplary embodiments, the control device of the virtual weapon is further configured to:

[0176] Determining an operation gesture corresponding to the sliding operation;

[0177] The value of the preset number of digits is determined based on the operation gesture.

[0178] In some exemplary embodiments, the control device of the virtual weapon is further configured to:

[0179] In response to a sliding operation on the interactive control while maintaining a pressed state, determining whether a speed of the sliding operation is greater than a sliding speed threshold;

[0180] In response to determining that the speed of the sliding operation is greater than a sliding speed threshold, determining a direction of the sliding operation;

[0181] In response to determining that the direction of the sliding operation is the third direction, an instruction for controlling the replenishment of sub-weapons for the virtual weapon is generated.

[0182] For the convenience of description, the above device is described by dividing it into various modules according to its functions. Of course, when implementing the present disclosure, the functions of each module can be implemented in the same or multiple software and / or hardware.

[0183] The device of the above embodiment is used to implement the corresponding virtual weapon control method in any of the above embodiments, and has the beneficial effects of the corresponding method embodiment, which will not be repeated here.

[0184] Based on the same inventive concept, corresponding to any of the above-mentioned embodiments and methods, the present disclosure also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, the control method of the virtual weapon described in any of the above embodiments is implemented.

[0185] Figure 8 A more specific schematic diagram of the hardware structure of an electronic device provided in this embodiment is shown, and the device may include: a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040, and a bus 1050. The processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040 are connected to each other through the bus 1050 in the device.

[0186] The processor 1010 can be implemented by a general-purpose CPU (Central Processing Unit), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.

[0187] The memory 1020 may be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory), static storage device, dynamic storage device, etc. The memory 1020 may store an operating system and other application programs. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program codes are stored in the memory 1020 and are called and executed by the processor 1010.

[0188] The input / output interface 1030 is used to connect the input / output module to realize information input and output. The input / output module can be configured in the device as a component (not shown in the figure), or it can be externally connected to the device to provide corresponding functions. The input device may include a keyboard, a mouse, a touch screen, a microphone, various sensors, etc., and the output device may include a display, a speaker, a vibrator, an indicator light, etc.

[0189] The communication interface 1040 is used to connect a communication module (not shown) to realize communication interaction between the device and other devices. The communication module can realize communication through a wired mode (such as USB, network cable, etc.) or a wireless mode (such as mobile network, WIFI, Bluetooth, etc.).

[0190] The bus 1050 includes a path that transmits information between the various components of the device (eg, the processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040).

[0191] It should be noted that, although the above device only shows the processor 1010, the memory 1020, the input / output interface 1030, the communication interface 1040 and the bus 1050, in the specific implementation process, the device may also include other components necessary for normal operation. In addition, it can be understood by those skilled in the art that the above device may also only include the components necessary for implementing the embodiments of the present specification, and does not necessarily include all the components shown in the figure.

[0192] The electronic device of the above embodiment is used to implement the control method of the corresponding virtual weapon in any of the above embodiments, and has the beneficial effects of the corresponding method embodiment, which will not be repeated here.

[0193] The memory 1020 stores machine-readable instructions executable by the processor 1010. When the electronic device is running, the processor 1010 communicates with the memory 1020 via the bus 1030, so that the processor 1010 executes the following instructions when running:

[0194] A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a game account corresponding to the terminal device, wherein the game account is equipped with a plurality of virtual weapons, and each virtual weapon is configured to use a corresponding sub-weapon to play a game in the game scene, wherein the method includes:

[0195] In response to a weapon switching instruction, controlling the switching of the virtual weapon currently used by the game account;

[0196] In response to the sub-weapon replenishment instruction, controlling the sub-weapon replenishment of the virtual weapon currently used by the game account;

[0197] During the process of the game account using virtual weapons to play games, in response to the sub-weapon corresponding to the virtual weapon currently used by the game account being lower than a preset value, a prompt icon is controlled to be displayed in the graphical user interface, wherein the prompt icon is used to prompt the sub-weapon replenishment of the virtual weapon currently used by the game account, and / or prompt the switching of the virtual weapon currently used by the game account.

[0198] In a possible implementation, in the instructions executed by the processor 1010, the graphical user interface further displays a crosshair, the crosshair being used to indicate an aiming direction of a virtual weapon currently used by the game account in the game scene; the method further includes:

[0199] In response to a field of view adjustment instruction, controlling to adjust the aiming direction of the crosshair in the game scene;

[0200] After displaying the prompt mark in the graphical user interface, the method further includes:

[0201] In response to the positional relationship between the aiming direction and the prompt mark satisfying a specified condition, control is performed to supplement sub-weapons of the virtual weapon currently used by the game account, and / or the virtual weapon currently used by the game account is switched.

[0202] In a possible implementation, in the instructions executed by the processor 1010, the graphical user interface further displays a crosshair, the crosshair being used to indicate an aiming direction of a virtual weapon currently used by the game account in the game scene; the method further includes:

[0203] In response to a field of view adjustment instruction, controlling to adjust the aiming direction of the crosshair in the game scene;

[0204] After displaying the prompt mark in the graphical user interface, the method further includes:

[0205] When the positional relationship between the aiming direction and the prompt mark meets the specified conditions, in response to the attack instruction for the virtual weapon currently used by the game account, the virtual weapon currently used by the game account is controlled to be supplemented with sub-weapons and / or the virtual weapon currently used by the game account is switched.

[0206] In a possible implementation manner, in the instructions executed by the processor 1010, the graphical user interface also displays an attack control, and the method further includes:

[0207] In response to the triggering operation on the attack control, an attack instruction for the virtual weapon currently used by the game account is generated.

[0208] In a possible implementation, in the instruction executed by the processor 1010, the prompt mark includes: a weapon switching mark, and / or a sub-weapon supplement mark.

[0209] In a possible implementation manner, in the instructions executed by the processor 1010, the controlling of displaying a prompt mark in the graphical user interface includes:

[0210] Controlling display of the prompt mark in the virtual scene.

[0211] In a possible implementation manner, in the instructions executed by the processor 1010, the graphical user interface further displays a crosshair, the crosshair being used to indicate an aiming direction of a virtual weapon currently used by the game account in the game scene; and the controlling to display a prompt mark in the graphical user interface includes:

[0212] Controlling display of the prompt indicator at a different user interface level from the crosshair.

[0213] In a possible implementation, in the instructions executed by the processor 1010, the graphical user interface further displays a crosshair, the crosshair being used to indicate an aiming direction of a virtual weapon currently used by the game account in the game scene; the method further includes:

[0214] Control to display the prompt mark within a preset range around the aiming direction.

[0215] In a possible implementation manner, in the instructions executed by the processor 1010, the graphical user interface also displays a weapon switching control and a sub-weapon supplement control, and the method further includes:

[0216] In response to a trigger operation on the weapon switching control, generating a weapon switching instruction for a virtual weapon currently used by the game account;

[0217] In response to the triggering operation on the sub-weapon replenishment control, a sub-weapon replenishment instruction for the virtual weapon currently used by the game account is generated.

[0218] In a possible implementation manner, in the instructions executed by the processor 1010, the graphical user interface also displays an interactive control, and the method further includes:

[0219] In response to a first trigger operation on the interactive control, generating a weapon switching instruction for a virtual weapon currently used by the game account;

[0220] In response to a second trigger operation on the interactive control, a sub-weapon replenishment instruction for the virtual weapon currently used by the game account is generated.

[0221] In a possible implementation, in the instructions executed by the processor 1010, the interactive control includes an attack control.

[0222] In a possible implementation, in the instructions executed by the processor 1010, the generating of a weapon switching instruction for a virtual weapon currently used by the game account in response to a first trigger operation on the interactive control includes:

[0223] In response to a sliding operation on the interactive control while maintaining a pressed state, determining whether a speed of the sliding operation is greater than a sliding speed threshold;

[0224] In response to determining that the speed of the sliding operation is greater than a sliding speed threshold, determining a direction of the sliding operation;

[0225] In response to determining that the direction of the sliding operation is the first direction, generating an instruction to control the switching of the virtual weapon to the virtual weapon that is a preset number of positions earlier in the virtual weapon sequence;

[0226] In response to determining that the direction of the sliding operation is the second direction, an instruction is generated to control the virtual weapon to be switched to a virtual weapon that is a preset number of positions later in the virtual weapon sequence.

[0227] In a possible implementation manner, in the instruction executed by the processor 1010, the method further includes:

[0228] Determining an operation gesture corresponding to the sliding operation;

[0229] The value of the preset number of digits is determined based on the operation gesture.

[0230] In a possible implementation, in the instructions executed by the processor 1010, the step of generating a sub-weapon supplement instruction for the virtual weapon currently used by the game account in response to the second trigger operation on the interactive control includes:

[0231] In response to a sliding operation on the interactive control while maintaining a pressed state, determining whether a speed of the sliding operation is greater than a sliding speed threshold;

[0232] In response to determining that the speed of the sliding operation is greater than a sliding speed threshold, determining a direction of the sliding operation;

[0233] In response to determining that the direction of the sliding operation is the third direction, an instruction for controlling the replenishment of sub-weapons for the virtual weapon is generated.

[0234] Based on the same inventive concept, corresponding to any of the above-mentioned embodiment methods, the present disclosure also provides a non-transitory computer-readable storage medium, wherein the non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to enable the computer to execute the control method of the virtual weapon as described in any of the above embodiments.

[0235] The computer-readable medium of this embodiment includes permanent and non-permanent, removable and non-removable media, and information storage can be implemented by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, read-only compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device.

[0236] The above-mentioned non-transitory computer-readable storage medium can be any available medium or data storage device that can be accessed by a computer, including but not limited to magnetic storage (such as floppy disks, hard disks, magnetic tapes, magneto-optical disks (MO), etc.), optical storage (such as CD, DVD, BD, HVD, etc.), and semiconductor storage (such as ROM, EPROM, EEPROM, non-volatile memory (NAND FLASH), solid-state drive (SSD)), etc.

[0237] The computer instructions stored in the storage medium of the above embodiment are used to enable the computer to execute the control method of the virtual weapon described in any embodiment in the above exemplary method part, and have the beneficial effects of the corresponding method embodiment, which will not be repeated here.

[0238] Based on the same inventive concept, corresponding to the control method of the virtual weapon described in any of the above embodiments, the present disclosure also provides a computer program product, which includes computer program instructions. In some embodiments, the computer program instructions can be executed by one or more processors of a computer so that the computer and / or the processor execute the control method of the virtual weapon. Corresponding to the execution subject corresponding to each step in each embodiment of the control method of the virtual weapon, the processor that executes the corresponding step can belong to the corresponding execution subject.

[0239] The computer program product of the above embodiment is used to enable the computer and / or the processor to execute the control method of the virtual weapon as described in any of the above embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0240] Those skilled in the art will appreciate that the embodiments of the present disclosure may be implemented as a system, method, or computer program product. Therefore, the present disclosure may be specifically implemented in the following forms, namely: complete hardware, complete software (including firmware, resident software, microcode, etc.), or a combination of hardware and software, generally referred to herein as a "circuit," "module," or "system." In addition, in some embodiments, the present disclosure may also be implemented in the form of a computer program product in one or more computer-readable media, which contains computer-readable program code.

[0241] Any combination of one or more computer-readable media may be used. A computer-readable medium may be a computer-readable signal medium or a computer-readable storage medium. A computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples (non-exhaustive examples) of computer-readable storage media may include, for example: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In this document, a computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in combination with an instruction execution system, device or device.

[0242] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, which carry computer-readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Computer-readable signal media may also be any computer-readable medium other than a computer-readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0243] The program code embodied on the computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.

[0244] Computer program code for performing the operations of the present disclosure may be written in one or more programming languages ​​or a combination thereof, including object-oriented programming languages ​​such as Java, Smalltalk, C++, and conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a separate software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0245] It should be understood that each box in the flowchart and / or block diagram and the combination of boxes in the flowchart and / or block diagram can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer or other programmable data processing device to produce a machine, and these computer program instructions are executed by a computer or other programmable data processing device to produce a device that implements the functions / operations specified in the boxes in the flowchart and / or block diagram.

[0246] These computer program instructions may also be stored in a computer-readable medium that enables a computer or other programmable data processing device to operate in a specific manner, so that the instructions stored in the computer-readable medium produce a product that includes an instruction device that implements the functions / operations specified in the blocks in the flowchart and / or block diagram.

[0247] Computer program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device so that a series of operational steps are performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby enabling the instructions executed on the computer or other programmable device to provide a process for implementing the functions / operations specified in the blocks in the flowchart and / or block diagram.

[0248] In addition, although the operations of the disclosed method are described in a particular order in the accompanying drawings, this does not require or imply that the operations must be performed in this particular order, or that all the operations shown must be performed to achieve the desired results. On the contrary, the steps depicted in the flow chart can be performed in a different order. Additionally or alternatively, some steps can be omitted, multiple steps can be combined into one step, and / or one step can be decomposed into multiple steps.

[0249] The flowchart and block diagram in the accompanying drawings illustrate the possible architecture, functions and operations of the system, method and computer program product according to various embodiments of the present application. Wherein, each box in the flowchart or block diagram can represent a module, a program segment, or a part of the code, and the above-mentioned module, program segment, or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram or flowchart, and the combination of boxes in the block diagram or flowchart can be implemented with a dedicated hardware-based system that performs a specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.

[0250] It should be noted that, although several modules or units of the equipment for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present application, the features and functions of two or more modules or units described above can be embodied in one module or unit. On the contrary, the features and functions of one module or unit described above can be further divided into being embodied by multiple modules or units.

[0251] Those skilled in the art should understand that the discussion of any of the above embodiments is merely illustrative and is not intended to imply that the scope of the present application (including the claims) is limited to these examples. In line with the concept of the present application, the technical features in the above embodiments or different embodiments may be combined, the steps may be implemented in any order, and there are many other variations of the different aspects of the embodiments of the present application as described above, which are not provided in detail for the sake of simplicity.

[0252] In addition, to simplify the description and discussion, and in order not to make the embodiments of the present application difficult to understand, the known power supply / ground connection with the integrated circuit (IC) chip and other components may or may not be shown in the provided drawings. In addition, the device can be shown in the form of a block diagram to avoid making the embodiments of the present application difficult to understand, and this also takes into account the fact that the details of the implementation of these block diagram devices are highly dependent on the platform to be implemented in the embodiments of the present application (that is, these details should be fully within the scope of understanding of those skilled in the art). In the case of elaborating specific details (e.g., circuits) to describe exemplary embodiments of the present application, it is obvious to those skilled in the art that the embodiments of the present application can be implemented without these specific details or when these specific details are changed. Therefore, these descriptions should be considered to be illustrative rather than restrictive.

[0253] Although the present application has been described in conjunction with specific embodiments of the present application, many replacements, modifications and variations of these embodiments will be apparent to those skilled in the art from the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may use the embodiments discussed.

[0254] The embodiments of the present application are intended to cover all such substitutions, modifications and variations that fall within the broad scope of the appended claims. Therefore, any omissions, modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the embodiments of the present application should be included in the scope of protection of the present application.

[0255] Although the spirit and principle of the present disclosure have been described with reference to several specific embodiments, it should be understood that the present disclosure is not limited to the disclosed specific embodiments, and the division of various aspects does not mean that the features in these aspects cannot be combined to benefit, and such division is only for the convenience of expression. The present disclosure is intended to cover various modifications and equivalent arrangements included in the spirit and scope of the attached claims. The scope of the attached claims conforms to the broadest interpretation, thereby including all such modifications and equivalent structures and functions.

Claims

1. A method for controlling a virtual weapon, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a game account corresponding to the terminal device, wherein the game account is equipped with a plurality of virtual weapons, and each virtual weapon is configured to use a corresponding sub-weapon to play a game in the game scene, wherein the method includes: In response to a weapon switching instruction, controlling the switching of the virtual weapon currently used by the game account; In response to the sub-weapon replenishment instruction, controlling the sub-weapon replenishment of the virtual weapon currently used by the game account; During the process of the game account using virtual weapons to play games, in response to the sub-weapon corresponding to the virtual weapon currently used by the game account being lower than a preset value, a prompt icon is controlled to be displayed in the graphical user interface, wherein the prompt icon is used to prompt the sub-weapon replenishment of the virtual weapon currently used by the game account, and / or prompt the switching of the virtual weapon currently used by the game account.

2. The method according to claim 1, characterized in that The graphical user interface also displays a crosshair, and the crosshair is used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; the method also includes: In response to a field of view adjustment instruction, controlling to adjust the aiming direction of the crosshair in the game scene; After displaying the prompt mark in the graphical user interface, the method further includes: In response to the positional relationship between the aiming direction and the prompt mark satisfying a specified condition, control is performed to supplement sub-weapons of the virtual weapon currently used by the game account, and / or the virtual weapon currently used by the game account is switched.

3. The method according to claim 1, characterized in that The graphical user interface also displays a crosshair, and the crosshair is used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; the method also includes: In response to a field of view adjustment instruction, controlling to adjust the aiming direction of the crosshair in the game scene; After displaying the prompt mark in the graphical user interface, the method further includes: When the positional relationship between the aiming direction and the prompt mark meets the specified conditions, in response to the attack instruction for the virtual weapon currently used by the game account, the virtual weapon currently used by the game account is controlled to be supplemented with sub-weapons and / or the virtual weapon currently used by the game account is switched.

4. The method according to claim 3, characterized in that The graphical user interface also displays an attack control, and the method further includes: In response to the triggering operation on the attack control, an attack instruction for the virtual weapon currently used by the game account is generated.

5. The method according to any one of claims 1 to 3, characterized in that: The prompt mark includes: a weapon switching mark, and / or a sub-weapon supplement mark.

6. The method according to claim 1, characterized in that The controlling step of displaying a prompt mark in the graphical user interface includes: Controlling display of the prompt mark in the virtual scene.

7. The method according to claim 1, characterized in that The graphical user interface also displays a crosshair, which is used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; The controlling step of displaying a prompt mark in the graphical user interface includes: Controlling display of the prompt indicator at a different user interface level from the crosshair.

8. The method according to claim 1, characterized in that The graphical user interface also displays a crosshair, and the crosshair is used to indicate the aiming direction of the virtual weapon currently used by the game account in the game scene; the method also includes: Control to display the prompt mark within a preset range around the aiming direction.

9. The method according to claim 1, characterized in that: The graphical user interface also displays a weapon switching control and a sub-weapon supplement control, and the method further includes: In response to a trigger operation on the weapon switching control, generating a weapon switching instruction for a virtual weapon currently used by the game account; In response to the triggering operation on the sub-weapon replenishment control, a sub-weapon replenishment instruction for the virtual weapon currently used by the game account is generated.

10. The method according to claim 1, characterized in that The graphical user interface also displays an interactive control, and the method further includes: In response to a first trigger operation on the interactive control, generating a weapon switching instruction for a virtual weapon currently used by the game account; In response to a second trigger operation on the interactive control, a sub-weapon replenishment instruction for the virtual weapon currently used by the game account is generated.

11. The method according to claim 10, characterized in that The interactive controls include attack controls.

12. The method according to claim 10, characterized in that The step of generating a weapon switching instruction for a virtual weapon currently used by the game account in response to a first triggering operation of the interactive control includes: In response to a sliding operation on the interactive control while maintaining a pressed state, determining whether a speed of the sliding operation is greater than a sliding speed threshold; In response to determining that the speed of the sliding operation is greater than a sliding speed threshold, determining a direction of the sliding operation; In response to determining that the direction of the sliding operation is the first direction, generating an instruction to control the switching of the virtual weapon to the virtual weapon that is a preset number of positions earlier in the virtual weapon sequence; In response to determining that the direction of the sliding operation is the second direction, an instruction is generated to control the virtual weapon to be switched to a virtual weapon that is a preset number of positions later in the virtual weapon sequence.

13. The method according to claim 12, characterized in that The method further comprises: Determining an operation gesture corresponding to the sliding operation; The value of the preset number of digits is determined based on the operation gesture.

14. The method according to claim 10, characterized in that The step of generating a sub-weapon supplement instruction for a virtual weapon currently used by the game account in response to a second trigger operation on the interactive control includes: In response to a sliding operation on the interactive control while maintaining a pressed state, determining whether a speed of the sliding operation is greater than a sliding speed threshold; In response to determining that the speed of the sliding operation is greater than a sliding speed threshold, determining a direction of the sliding operation; In response to determining that the direction of the sliding operation is the third direction, an instruction for controlling the replenishment of sub-weapons for the virtual weapon is generated.

15. A control device for a virtual weapon, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a game account corresponding to the terminal device, wherein the game account is equipped with a plurality of virtual weapons, and each virtual weapon is configured to use a corresponding sub-weapon to play a game in the game scene, wherein the apparatus comprises: A weapon switching module, configured to control switching of the virtual weapon currently used by the game account in response to a weapon switching instruction; A sub-weapon replenishment module is configured to control the sub-weapon replenishment of the virtual weapon currently used by the game account in response to the sub-weapon replenishment instruction; The prompt mark display module is configured to control the display of a prompt mark in the graphical user interface in response to the sub-weapon corresponding to the virtual weapon currently used by the game account being lower than a preset value during the process of the game account using the virtual weapon to play the game, wherein the prompt mark is used to prompt the sub-weapon replenishment of the virtual weapon currently used by the game account and / or prompt the switching of the virtual weapon currently used by the game account.

16. An electronic device, characterized in that: The method comprises a memory, a processor and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, the method according to any one of claims 1 to 14 is implemented.

17. A non-transitory computer-readable storage medium, characterized in that: The non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to cause a computer to execute the method of any one of claims 1 to 14.

18. A computer program product, characterized in that The method comprises computer program instructions, which, when executed on a computer, cause the computer to execute the method according to any one of claims 1 to 14.