Game interaction control method and device and electronic equipment
By providing backpack pages and assembly controls in the game's graphical user interface, players can quickly replace accessories for virtual weapons, solving the problem of time-consuming accessories assembly and matching and improving the gaming experience.
Patent Information
- Application Number
- CN202510186543.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-19
- Publication Date
- 2025-05-30
AI Technical Summary
In the game, the assembly and matching of virtual firearms is time-consuming, resulting in a poor gaming experience for players, especially for novice players and players who need to frequently change accessories in a tense game.
By providing backpack pages and assembly controls in the graphical user interface, players can quickly replace accessories for virtual weapons by triggering operations. The specific steps include displaying the weapon icons of multiple virtual weapons in the backpack page, triggering the assembly controls to replace the accessories, and assembling the matching target weapon accessories from the first virtual weapon or backpack page as needed.
This method greatly improves the efficiency of accessories replacement, reduces the requirements for players, and helps to enhance the player's gaming experience.
Smart Images

Figure CN120053972A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of game design, and in particular, to a game interaction control method, device, and electronic device. Background Art
[0002] In a game, a virtual firearm has a very large number of slots for accessories, and different accessories will bring different effects to the firearm. Therefore, players often need to assemble and match different accessories for the firearm according to different combat scenarios. Players often find the firearms of other player characters when looting boxes during the game. The types of accessories for this firearm are numerous. For novice players, they need to click on each one to view the impact of the accessories on the firearm, resulting in time-consuming accessory assembly and matching; for players who are already familiar with the effects of each accessory, they also need to drag and exchange the accessories one by one, which is very time-consuming in such a tense game round, resulting in a poor gaming experience for players. Summary of the Invention
[0003] The purpose of the present invention is to provide a game interaction control method, device, and electronic device to replace the accessories of a virtual weapon more conveniently and quickly according to the needs of players.
[0004] In a first aspect, the present invention provides a game interaction control method. A graphical user interface is provided through a terminal device, and at least part of a game scene is displayed in the graphical user interface. The method includes: in response to a specified trigger operation, a backpack page is displayed in the graphical user interface; wherein, the backpack page includes weapon icons corresponding to a plurality of virtual weapons; in response to a first trigger operation on the weapon icon corresponding to a first virtual weapon in the backpack page, a plurality of assembly controls are displayed on the weapon icon corresponding to the first virtual weapon; wherein, the plurality of assembly controls are used to replace different types of weapon accessories for the virtual weapon when triggered; in response to a second trigger operation on a target assembly control among the plurality of assembly controls, a second virtual weapon is determined from the backpack page based on the second trigger operation; a target weapon accessory that matches the target assembly control is determined from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page, and the target weapon accessory is assembled to the second virtual weapon.
[0005] In a second aspect, the present invention provides a game interaction control device. A graphical user interface is provided through a terminal device, and at least part of a game scene is displayed in the graphical user interface. The device includes: a backpack display module, configured to display a backpack page in the graphical user interface in response to a specified trigger operation; wherein, the backpack page includes weapon icons corresponding to a plurality of virtual weapons; a control display module, configured to display a plurality of assembly controls on the weapon icon corresponding to a first virtual weapon in the backpack page in response to a first trigger operation on the weapon icon corresponding to the first virtual weapon in the backpack page; wherein, the plurality of assembly controls are used to replace different types of weapon accessories for the virtual weapon when triggered; a weapon determination module, configured to determine a second virtual weapon from the backpack page based on a second trigger operation in response to the second trigger operation on a target assembly control among the plurality of assembly controls; an accessory assembly module, configured to determine a target weapon accessory matching the target assembly control from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page, and assemble the target weapon accessory to the second virtual weapon.
[0006] In a third aspect, the present invention provides an electronic device, which includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above game interaction control method.
[0007] In a fourth aspect, the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above game interaction control method.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] A game interaction control method, device, and electronic device provided by the present invention first display a backpack page in a graphical user interface in response to a specified trigger operation; wherein, the backpack page includes weapon icons corresponding to a plurality of virtual weapons; in response to a first trigger operation on the weapon icon corresponding to the first virtual weapon in the backpack page, a plurality of assembly controls are displayed on the weapon icon corresponding to the first virtual weapon; wherein, the plurality of assembly controls are used to replace different types of weapon accessories for the virtual weapon when triggered; in response to a second trigger operation on the target assembly control among the plurality of assembly controls, a second virtual weapon is determined from the backpack page based on the second trigger operation; a target weapon accessory that matches the target assembly control is determined from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page, and the target weapon accessory is assembled to the second virtual weapon. In this way, players can select different assembly controls to replace the accessories of virtual weapons according to different game combat requirements, thereby improving the efficiency of accessory replacement for combat requirements and reducing the requirements for players in accessory replacement, which helps to enhance the game experience of players.
[0010] Other features and advantages of the present invention will be described in the following specification, or some features and advantages can be inferred from the specification without doubt, or can be known by implementing the above technologies of the present invention.
[0011] To make the above objects, features, and advantages of the present invention more obvious and understandable, the following specific preferred embodiments are given, and in conjunction with the accompanying drawings, the detailed description is as follows. Description of the Drawings
[0012] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present invention. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0013] Figure 1 It is a flowchart of a game interaction control method provided by an embodiment of the present invention;
[0014] Figure 2 It is a schematic diagram of displaying a plurality of assembly controls on a weapon icon provided by an embodiment of the present invention;
[0015] Figure 3 It is a schematic diagram of replacing the weapon accessories corresponding to the first virtual weapon provided by an embodiment of the present invention;
[0016] Figure 4 It is a schematic structural diagram of a game interaction control device provided by an embodiment of the present invention;
[0017] Figure 5 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. Specific embodiments
[0018] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Apparently, the described embodiments are some, but not all, of the embodiments of the present invention. The components of the embodiments of the present invention usually described and illustrated in the drawings here can be arranged and designed in various different configurations.
[0019] Therefore, the following detailed description of the embodiments of the present invention provided in the drawings is not intended to limit the scope of the claimed invention, but merely represents selected embodiments of the present invention. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present invention without creative efforts fall within the scope of protection of the present invention.
[0020] In the game, there are many slots on the virtual firearm for accessories. Different accessories will bring different effects to the firearm. Therefore, players often need to assemble different accessories for the firearm according to different combat scenarios. It may be necessary to shoot at enemy characters in the distance and need to equip accessories with a long shooting line and a high lens magnification; it may be necessary to engage enemy characters at medium range and need accessories with a stable recoil. It may also be necessary to have high burst and accurate hip-fire accessories for close combat, or simply want to search for more valuable accessories to install on their guns and evacuate quickly.
[0021] Players often find the firearms of other player characters when looting bags in the game (looting bags is the behavior of players picking up the equipment bags of killed enemies in combat). This firearm has a variety of accessories. For novice players, they need to click on each one to view the impact of the accessories on the firearm, resulting in time-consuming accessory assembly and matching; for players who are already clear about the effects of each accessory, they also need to drag and exchange the accessories one by one, which is very time-consuming in such a tense game, resulting in a poor gaming experience for players.
[0022] Based on the above problems, the embodiments of the present invention provide a game interaction control method, device, and electronic device, and this technology can be applied to the assembly scenario of virtual weapons.
[0023] In one embodiment of the present disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0024] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0026] In a possible implementation, an embodiment of the present invention provides a method for controlling game interaction, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above, for example, the terminal device may be a mobile phone, a computer, or a personal console, etc. The graphical user interface displays at least part of a game scene, and the game scene includes a first virtual character controlled by the terminal device; Figure 1 As shown, the method comprises the following specific steps:
[0027] Step S102, in response to a designated trigger operation, displaying a backpack page in a graphical user interface; wherein the backpack page includes weapon icons corresponding to a plurality of virtual weapons.
[0028] The above terminal device displays the graphical user interface corresponding to the target game by running the game program corresponding to the target game. The target game can be a mobile game, a PC game, a console game, etc. At least part of the game scene is displayed in the graphical user interface, and the game scene includes a first virtual character controlled by the terminal device. Other virtual characters may also be included in the above game scene. The virtual character can be a game character belonging to the same game camp as the first virtual character, a game character belonging to a different game camp from the first virtual character, or a non-player character in the game scene, etc.
[0029] In specific implementation, the specific operation corresponding to the above specified trigger operation can be determined according to R & D requirements. For example, the specified trigger operation can be a click operation or a long-press operation on a specified control displayed in the graphical user interface, or an action of the first virtual character picking up a virtual weapon of a specified virtual character in the game scene, etc. When the player performs the specified trigger operation, the backpack corresponding to the first virtual character will be opened to display the backpack page in the graphical user interface. The backpack page includes weapon icons corresponding to multiple virtual weapons and may also include one or more weapon accessories.
[0030] It should be noted that the backpack corresponding to the above first virtual character is used to store virtual weapons, virtual items, weapon accessories, etc. picked up or purchased by the first virtual character. The display style of the above weapon icon can be determined according to R & D requirements. For example, the weapon icon can be a picture of the weapon model of the virtual weapon or a thumbnail of the virtual weapon, etc.
[0031] Step S104, in response to a first trigger operation on the weapon icon corresponding to the first virtual weapon in the backpack page, display a plurality of assembly controls on the weapon icon corresponding to the first virtual weapon; wherein, the plurality of assembly controls are used to replace different types of weapon accessories for the virtual weapon when triggered.
[0032] The weapon icon corresponding to the above first virtual weapon can be any one of the weapon icons included in the backpack page, and which virtual weapon the first virtual weapon specifically is can be determined according to the player's operation. The specific operation corresponding to the above first trigger operation can be determined according to R & D requirements. For example, the first trigger operation can be a click operation or a long-press operation on the weapon icon corresponding to the first virtual weapon, etc.
[0033] When a player performs a first trigger operation on the weapon icon corresponding to the first virtual weapon in the backpack page, multiple assembly controls will be displayed on the weapon icon corresponding to the first virtual weapon. Each assembly control has a different control display style, and different assembly controls have different trigger functions. The trigger functions include, but are not limited to: replacing weapon accessories of different accessory types for the virtual weapon by triggering different assembly controls. The accessory type corresponding to each assembly control can be determined according to R & D requirements. For example, the accessory type can be a weapon accessory matching a certain combat scenario, a weapon accessory with higher value, or a weapon accessory with a certain function, etc.
[0034] Step S106, in response to a second trigger operation on the target assembly control among the multiple assembly controls, determine a second virtual weapon from the backpack page based on the second trigger operation.
[0035] The above target assembly control can be any one of the assembly controls displayed on the weapon icon of the first virtual weapon. Which specific assembly control the target assembly control is can be determined according to the player's operation. The specific operation corresponding to the second trigger operation can be determined according to the player's operation and R & D requirements. For example, the second trigger operation can be a click operation or a long - press operation on the target assembly control, or a sliding operation starting from the target assembly control, etc.
[0036] In specific implementation, usually, the object on which the second trigger operation acts is different, and the virtual weapon in the backpack page corresponding to the second virtual weapon is also different. Among them, the second virtual weapon can be the above - mentioned first virtual weapon, or any other virtual weapon in the backpack page except the first virtual weapon.
[0037] Step S108, determine a target weapon accessory that matches the target assembly control from the weapon accessories included in the first virtual weapon or from the weapon accessories included in the backpack page, and assemble the target weapon accessory to the second virtual weapon.
[0038] After determining the second virtual weapon based on the second trigger operation, a target weapon accessory that matches the target assembly control can be determined from the weapon accessories included in the first virtual weapon, or a target weapon accessory that matches the target assembly control can be determined from the weapon accessories included in the backpack page. Then, the target weapon accessory is assembled to the second virtual weapon so that the second virtual weapon has a function matching the trigger function indicated by the target assembly control, which helps the player in the game battle.
[0039] A game interaction control method provided by an embodiment of the present invention enables players to select different assembly controls to replace accessories for virtual weapons according to different game combat requirements, thereby improving the efficiency of accessory replacement for combat requirements, reducing the requirements for players in accessory replacement, and helping to enhance the game experience of players.
[0040] The following embodiments are used to describe the manner of displaying a backpack page in a graphical user interface.
[0041] Specifically, in response to a specified trigger operation, a backpack page is displayed in the graphical user interface; wherein, the specified trigger operation includes: an operation to open the backpack page; or, an action of a first virtual character controlled by a terminal device to pick up a virtual weapon of a second virtual character in a game scene.
[0042] In specific implementation, the specific operation corresponding to the above-mentioned opening operation can be determined according to R & D requirements. For example, the opening operation can be a trigger operation on a backpack opening control displayed in the graphical user interface, or a trigger operation on a specified button on a keyboard or a gamepad, etc. The above-mentioned first virtual character and the second virtual character are different virtual characters in the game scene. The second virtual character can be a virtual character belonging to the same game camp as the first virtual character, or a virtual character belonging to a different game camp from the first virtual character, or a non-player character in the game scene, etc.
[0043] In a specific embodiment, the virtual weapon of the above-mentioned second virtual character can be a virtual weapon actively discarded by the second virtual character in the game scene, or a virtual weapon obtained by the first virtual character after the first virtual character attacks the second virtual character to reach a specified condition. In another alternative embodiment, the above-mentioned second virtual character can be a virtual character killed in the game scene. The virtual weapon used by the second virtual character killed in the game will fall in the game scene, and the virtual characters surviving in the game scene can pick up the dropped virtual weapon.
[0044] The following embodiments are used to describe the manner of displaying multiple assembly controls.
[0045] Specifically, when a player triggers the weapon icon corresponding to the first virtual weapon in the backpack page, multiple equipment controls are displayed on the weapon icon corresponding to the first virtual weapon. Corresponding type identifiers are respectively displayed on the multiple assembly controls, and the type identifier is used to indicate the accessory type of the weapon accessory that the corresponding assembly control can replace, and the accessory type matches the game battle effect achieved by the weapon accessory.
[0046] In specific implementation, the display style corresponding to the above type identifier matches the accessory type of the weapon accessory that can be replaced by the assembly control corresponding to the type identifier, so that players can intuitively see the accessory type corresponding to each assembly control, which helps players determine which assembly control needs to be triggered for replacing the accessories of the virtual weapon according to the current combat scenario. When a weapon accessory of a certain accessory type is assembled on the virtual weapon, the virtual weapon can obtain corresponding game battle effects.
[0047] In an optional embodiment, the accessory type corresponding to each assembly control includes one of the following: weapon accessories suitable for long-range combat, weapon accessories suitable for close-range combat, weapon accessories suitable for medium-range combat, and weapon accessories of higher value.
[0048] In specific implementation, the game battle effects achieved by weapon accessories of different accessory types are different. Therefore, the accessory types corresponding to different assembly controls are different.
[0049] Such as Figure 2 shown is a schematic diagram of displaying multiple assembly controls on a weapon icon provided by an embodiment of the present invention. Figure 2 What is shown is the backpack page. The first virtual weapon currently triggered in the backpack page is the virtual weapon on the right side of the backpack page. The display style of the weapon icon corresponding to the first virtual weapon is different from the display styles of other virtual weapons in the backpack page, and four assembly controls are displayed on the weapon icon corresponding to the first virtual weapon. These four assembly controls are respectively Figure 2 the "far", "medium", "near", and "money" controls shown in. "Far", "medium", "near", and "money" respectively represent the type identifiers corresponding to the assembly controls. Among them, the "far" control corresponds to the assembly of weapon accessories suitable for long-range combat, the "near" control corresponds to the assembly of weapon accessories suitable for close-range combat, the "medium" control corresponds to the assembly of weapon accessories suitable for medium-range combat, and the "money" control corresponds to the assembly of weapon accessories of higher value.
[0050] The following embodiments are used to describe the method for determining the second virtual weapon and the method for replacing weapon accessories.
[0051] Specifically, for different second trigger operations, different second virtual weapons are determined from the backpack page. That is, different second virtual weapons can be determined from the backpack page according to different second trigger operations performed by the player. The second virtual weapon can be the first virtual weapon or other virtual weapons other than the first virtual weapon.
[0052] In an alternative embodiment, in response to a second trigger operation for a target assembly control among a plurality of assembly controls, a second virtual weapon is determined from the backpack page based on the second trigger operation, and then a target weapon accessory that matches the target assembly control is determined from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page. The specific process of assembling the target weapon accessory to the second virtual weapon may include: in response to a sliding operation starting from the target assembly control and ending with the target virtual weapon in the backpack page, determining the target virtual weapon as the second virtual weapon; wherein the second virtual weapon is different from the first virtual weapon; determining a target weapon accessory that matches the accessory type corresponding to the target assembly control from the weapon accessories included in the first virtual weapon, and assembling the target weapon accessory to the second virtual weapon.
[0053] In a specific implementation, when a player drags the target assembly control displayed on the weapon icon corresponding to the first virtual weapon to (i.e., the above-mentioned sliding operation) other virtual weapons in the backpack page except the first virtual weapon, the other virtual weapon will be determined as the second virtual weapon, and then the target weapon accessory that matches the accessory type corresponding to the target assembly control in the first virtual weapon will be assembled to the second virtual weapon, so that the second virtual weapon has the game combat effect corresponding to the target assembly control.
[0054] In practical applications, when a player slides different assembly controls onto the second virtual weapon, different weapon accessories on the first virtual weapon will be replaced and equipped on the second virtual weapon. For example, if the dragged one is Figure 2 the "far" control, weapon accessories more suitable for long-range combat will be replaced onto the second virtual weapon. If the dragged one is the "money" control, more valuable weapon accessories will be replaced onto the second virtual weapon.
[0055] In a specific embodiment, if the weapon accessories currently assembled on the second virtual weapon conflict with the accessory type corresponding to the target assembly control, the weapon accessories that conflict with the game combat effect corresponding to the target assembly control on the second virtual weapon will be transferred to the first virtual weapon, or the weapon accessories that conflict with the game combat effect corresponding to the target assembly control on the second virtual weapon will be stored in the backpack page.
[0056] In another alternative embodiment, in response to a second trigger operation for a target assembly control among a plurality of assembly controls, a second virtual weapon is determined from the backpack page based on the second trigger operation, and then a target weapon accessory that matches the target assembly control is determined from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page. The specific process of assembling the target weapon accessory to the second virtual weapon may include: in response to a click operation on the target assembly control, determining the first virtual weapon as the second virtual weapon; determining a target weapon accessory that matches the accessory type corresponding to the target assembly control from the weapon accessories included in the backpack page, and assembling the target weapon accessory to the second virtual weapon.
[0057] In specific implementation, there are different weapon accessories in the player's own backpack. When the player clicks on the weapon icon corresponding to the first virtual weapon in the backpack, a plurality of assembly controls will be displayed on the weapon icon of the first virtual weapon. At this time, when clicking on the target assembly control among the plurality of assembly controls, a target weapon accessory that matches the accessory type corresponding to the target assembly control can be assembled from the weapon accessories included in the backpack page to the first virtual weapon, so that the first virtual weapon has a game combat effect corresponding to the target assembly control.
[0058] Such as Figure 3 shown is a schematic diagram of replacing the weapon accessory corresponding to the first virtual weapon provided by an embodiment of the present invention. When the player clicks on the target assembly control among the plurality of assembly controls displayed on the weapon icon corresponding to the first virtual weapon, a target weapon accessory that matches the accessory type corresponding to the target assembly control can be assembled from the weapon accessories included in the backpack page to the first virtual weapon. If there is a conflict between the weapon accessory already assembled on the first virtual weapon and the accessory type corresponding to the target assembly control, the weapon accessory on the first virtual weapon that conflicts with the target assembly control will be put back into the backpack.
[0059] In the above manner, the player can more conveniently replace the weapon accessories of the virtual weapon directly according to their current needs.
[0060] Regarding the above method embodiment, an embodiment of the present invention further provides a game interaction control device, which provides a graphical user interface through a terminal device; at least part of the game scene is displayed in the graphical user interface; such as Figure 4 shown, the device includes:
[0061] A backpack display module 40, configured to display a backpack page in the graphical user interface in response to a specified trigger operation; wherein, the backpack page includes weapon icons corresponding to a plurality of virtual weapons.
[0062] A control display module 41, which is used to respond to a first triggering operation on the weapon icon corresponding to the first virtual weapon in the backpack page, and display a plurality of assembly controls on the weapon icon corresponding to the first virtual weapon; wherein, the plurality of assembly controls are used to replace different types of weapon accessories for the virtual weapon when triggered.
[0063] A weapon determination module 42, which is used to respond to a second triggering operation on the target assembly control among the plurality of assembly controls, and determine a second virtual weapon from the backpack page based on the second triggering operation.
[0064] An accessory assembly module 53, which is used to determine a target weapon accessory that matches the target assembly control from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page, and assemble the target weapon accessory to the second virtual weapon.
[0065] For the above game interaction control device, players can select different assembly controls to replace the accessories of the virtual weapon according to different game combat requirements, thereby improving the efficiency of accessory replacement for combat requirements, reducing the requirements for players in accessory replacement, and helping to enhance the player's game experience.
[0066] Specifically, corresponding type identifiers are respectively displayed on the above-mentioned plurality of assembly controls, and the type identifier is used to indicate the accessory type of the weapon accessory that can be replaced by the corresponding assembly control, and the accessory type matches the game battle effect achieved by the weapon accessory.
[0067] Further, the accessory type corresponding to the assembly control includes one of the following: weapon accessories suitable for long-range combat, weapon accessories suitable for close-range combat, weapon accessories suitable for medium-range combat, and weapon accessories with higher value.
[0068] Further, for different second triggering operations, different second virtual weapons are determined from the backpack page.
[0069] Further, the above-mentioned weapon determination module 42 is used to: in response to a click operation on the target assembly control, determine the first virtual weapon as the second virtual weapon.
[0070] Further, the above-mentioned accessory assembly module 43 is used to: determine a target weapon accessory that matches the accessory type corresponding to the target assembly control from the weapon accessories included in the backpack page, and assemble the target weapon accessory to the second virtual weapon.
[0071] Further, the above-mentioned weapon determination module 42 is used to: in response to a sliding operation starting from the target assembly control and ending with the target virtual weapon in the backpack page, determine the target virtual weapon as the second virtual weapon; wherein, the second virtual weapon is different from the first virtual weapon.
[0072] Further, the above-mentioned accessory assembly module 43 is configured to: determine a target weapon accessory that matches the accessory type corresponding to the target assembly control from the weapon accessories included in the first virtual weapon, and assemble the target weapon accessory to the second virtual weapon.
[0073] Further, the above-mentioned specified trigger operation includes: an operation to open the backpack page; or, an action of the first virtual character controlled by the terminal device to pick up the virtual weapon of the second virtual character in the game scene.
[0074] The game interaction control device provided by the embodiments of the present invention has the same implementation principle and the same technical effects as those of the foregoing method embodiments. For a brief description, for the parts not mentioned in the device embodiments, reference may be made to the corresponding content in the foregoing method embodiments.
[0075] The embodiments of the present invention also provide an electronic device, as Figure 5 shown, the electronic device includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction control method.
[0076] Specifically, a graphical user interface is provided through the terminal device; at least part of the game scene is displayed in the graphical user interface, and the above-mentioned game interaction control method includes: in response to a specified trigger operation, displaying a backpack page in the graphical user interface; wherein, the backpack page includes weapon icons corresponding to multiple virtual weapons; in response to a first trigger operation on the weapon icon corresponding to the first virtual weapon in the backpack page, displaying multiple assembly controls on the weapon icon corresponding to the first virtual weapon; wherein, the multiple assembly controls are used to replace different types of weapon accessories for the virtual weapon when triggered; in response to a second trigger operation on the target assembly control among the multiple assembly controls, determining a second virtual weapon from the backpack page based on the second trigger operation; determining a target weapon accessory that matches the target assembly control from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page, and assembling the target weapon accessory to the second virtual weapon.
[0077] In the above-mentioned game interaction control method, players can select different assembly controls to replace the accessories of the virtual weapon according to different game combat requirements, thereby improving the efficiency of accessory replacement for combat requirements, reducing the requirements for players in accessory replacement, and helping to enhance the game experience of players.
[0078] In an alternative embodiment, corresponding type identifiers are respectively displayed on the multiple assembly controls, and the type identifiers are used to indicate the accessory types of the weapon accessories that can be replaced by the corresponding assembly controls, and the accessory types match the game battle effects achieved by the weapon accessories.
[0079] In an alternative embodiment, the accessory types corresponding to the assembly controls include one of the following: weapon accessories suitable for long-range combat, weapon accessories suitable for close-range combat, weapon accessories suitable for medium-range combat, and weapon accessories of higher value.
[0080] In an alternative embodiment, different second virtual weapons are determined from the backpack page for different second trigger operations.
[0081] In an alternative embodiment, the step of determining the second virtual weapon from the backpack page based on the second trigger operation in response to the second trigger operation on the target assembly control among multiple assembly controls includes: in response to a click operation on the target assembly control, determining the first virtual weapon as the second virtual weapon.
[0082] In an alternative embodiment, the step of determining the target weapon accessory matching the target assembly control from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page and assembling the target weapon accessory to the second virtual weapon includes: determining the target weapon accessory matching the accessory type corresponding to the target assembly control from the weapon accessories included in the backpack page, and assembling the target weapon accessory to the second virtual weapon.
[0083] In an alternative embodiment, the step of determining the second virtual weapon from the backpack page based on the second trigger operation in response to the second trigger operation on the target assembly control among multiple assembly controls includes: in response to a sliding operation starting from the target assembly control and ending at the target virtual weapon in the backpack page, determining the target virtual weapon as the second virtual weapon; wherein the second virtual weapon is different from the first virtual weapon.
[0084] In an alternative embodiment, the step of determining the target weapon accessory matching the target assembly control from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page and assembling the target weapon accessory to the second virtual weapon includes: determining the target weapon accessory matching the accessory type corresponding to the target assembly control from the weapon accessories included in the first virtual weapon, and assembling the target weapon accessory to the second virtual weapon.
[0085] In an alternative embodiment, the specified trigger operation includes: an operation to open the backpack page; or, an action of the first virtual character controlled by the terminal device to pick up the virtual weapon of the second virtual character in the game scene.
[0086] Furthermore, Figure 5 The illustrated electronic device further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.
[0087] Among them, the memory 100 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between this system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 5 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.
[0088] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the integrated logic circuit in the hardware of the processor 101 or instructions in the form of software. The above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present invention can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, etc. This storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and combines its hardware to complete the steps of the method in the foregoing embodiments.
[0089] An embodiment of the present invention further provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned game interaction control method. For specific implementation, reference may be made to the method embodiment, which will not be elaborated herein.
[0090] Specifically, a graphical user interface is provided through a terminal device; at least part of the game scene is displayed in the graphical user interface. The above-mentioned game interaction control method includes: in response to a specified trigger operation, displaying a backpack page in the graphical user interface; wherein, the backpack page includes weapon icons corresponding to a plurality of virtual weapons; in response to a first trigger operation on the weapon icon corresponding to the first virtual weapon in the backpack page, displaying a plurality of assembly controls on the weapon icon corresponding to the first virtual weapon; wherein, the plurality of assembly controls are used to replace different types of weapon accessories for the virtual weapon when triggered; in response to a second trigger operation on a target assembly control among the plurality of assembly controls, determining a second virtual weapon from the backpack page based on the second trigger operation; determining a target weapon accessory that matches the target assembly control from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page, and assembling the target weapon accessory to the second virtual weapon.
[0091] In the above-mentioned game interaction control method, players can select different assembly controls to replace the accessories of virtual weapons according to different game combat requirements, thereby improving the efficiency of accessory replacement for combat requirements and also reducing the requirements for players in accessory replacement, which helps to enhance the game experience of players.
[0092] In an alternative embodiment, corresponding type identifiers are respectively displayed on the plurality of assembly controls, and the type identifier is used to indicate the accessory type of the weapon accessories that can be replaced by the corresponding assembly control, and the accessory type matches the game battle effect achieved by the weapon accessories.
[0093] In an alternative embodiment, the accessory type corresponding to the above-mentioned assembly control includes one of the following: weapon accessories suitable for long-range combat, weapon accessories suitable for close-range combat, weapon accessories suitable for medium-range combat, and weapon accessories with higher value.
[0094] In an alternative embodiment, different second virtual weapons are determined from the backpack page for different second trigger operations.
[0095] In an alternative embodiment, the step of determining a second virtual weapon from the backpack page based on the second trigger operation in response to the second trigger operation on the target assembly control among the plurality of assembly controls includes: in response to a click operation on the target assembly control, determining the first virtual weapon as the second virtual weapon.
[0096] In an alternative embodiment, the step of determining a target weapon accessory that matches the target assembly control from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page, and assembling the target weapon accessory to the second virtual weapon includes: determining a target weapon accessory that matches the accessory type corresponding to the target assembly control from the weapon accessories included in the backpack page, and assembling the target weapon accessory to the second virtual weapon.
[0097] In an alternative embodiment, the step of, in response to a second trigger operation for the target assembly control among a plurality of assembly controls, determining the second virtual weapon from the backpack page based on the second trigger operation includes: in response to a sliding operation starting from the target assembly control and ending with the target virtual weapon in the backpack page, determining the target virtual weapon as the second virtual weapon; wherein the second virtual weapon is different from the first virtual weapon.
[0098] In an alternative embodiment, the step of determining a target weapon accessory that matches the target assembly control from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page, and assembling the target weapon accessory to the second virtual weapon includes: determining a target weapon accessory that matches the accessory type corresponding to the target assembly control from the weapon accessories included in the first virtual weapon, and assembling the target weapon accessory to the second virtual weapon.
[0099] In an alternative embodiment, the specified trigger operation includes: an operation for opening the backpack page; or, an action of a first virtual character controlled by a terminal device to pick up the virtual weapon of a second virtual character in a game scene.
[0100] If the described function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art or a part of this technical solution can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present invention. The foregoing storage medium includes: various media such as a USB flash drive, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk, or an optical disc that can store program codes.
[0101] In the description of the present invention, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation to the present invention. In addition, the terms "first", "second", and "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.
[0102] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present invention, used to illustrate the technical solutions of the present invention, rather than limiting them. The protection scope of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present invention can still modify the technical solutions described in the foregoing embodiments or easily conceive of changes, or make equivalent replacements for some of the technical features; and these modifications, changes or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered by the protection scope of the present invention. Therefore, the protection scope of the present invention should be determined by the protection scope of the claims.
Claims
1. A game interactive control method, characterized in that: A graphical user interface is provided through a terminal device, wherein at least a part of a game scene is displayed in the graphical user interface; the method comprises: In response to a specified trigger operation, a backpack page is displayed in the graphical user interface; wherein the backpack page includes weapon icons corresponding to a plurality of virtual weapons; In response to a first trigger operation on a weapon icon corresponding to a first virtual weapon in the backpack page, a plurality of assembly controls are displayed on the weapon icon corresponding to the first virtual weapon; wherein the plurality of assembly controls are used to replace different types of weapon accessories for the virtual weapon when triggered; In response to a second trigger operation on a target assembly control among the plurality of assembly controls, determining a second virtual weapon from the backpack page based on the second trigger operation; A target weapon accessory matching the target assembly control is determined from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page, and the target weapon accessory is assembled to the second virtual weapon.
2. The method according to claim 1, characterized in that Corresponding type identifiers are respectively displayed on the multiple assembly controls, and the type identifier is used to indicate the accessory type of the weapon accessory that can be replaced by the corresponding assembly control, and the accessory type matches the game combat effect achieved by the weapon accessory.
3. The method according to claim 2, characterized in that The accessory type corresponding to the assembly control includes one of the following: a weapon accessory suitable for long-range combat, a weapon accessory suitable for close-range combat, a weapon accessory suitable for medium-range combat, and a weapon accessory with higher value.
4. The method according to claim 1, characterized in that For different second trigger operations, different second virtual weapons are determined from the backpack page.
5. The method according to claim 4, characterized in that The step of determining a second virtual weapon from the backpack page based on the second trigger operation in response to a second trigger operation on a target assembly control among the plurality of assembly controls comprises: In response to a click operation on the target assembly control, the first virtual weapon is determined as the second virtual weapon.
6. The method according to claim 5, characterized in that The step of determining a target weapon accessory that matches the target assembly control from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page, and assembling the target weapon accessory to the second virtual weapon includes: From the weapon accessories included in the backpack page, a target weapon accessory that matches the accessory type corresponding to the target assembly control is determined, and the target weapon accessory is assembled to the second virtual weapon.
7. The method according to claim 4, characterized in that The step of determining a second virtual weapon from the backpack page based on the second trigger operation in response to a second trigger operation on a target assembly control among the plurality of assembly controls comprises: In response to a sliding operation starting from the target assembly control and ending at the target virtual weapon in the backpack page, the target virtual weapon is determined as the second virtual weapon; wherein the second virtual weapon is different from the first virtual weapon.
8. The method according to claim 7, characterized in that The step of determining a target weapon accessory that matches the target assembly control from the weapon accessories included in the first virtual weapon or the weapon accessories included in the backpack page, and assembling the target weapon accessory to the second virtual weapon includes: A target weapon accessory matching the accessory type corresponding to the target assembly control is determined from weapon accessories included in the first virtual weapon, and the target weapon accessory is assembled to the second virtual weapon.
9. The method according to claim 1, characterized in that: The specified trigger operation includes: An operation to open the backpack page; or The first virtual character controlled by the terminal device performs an action of picking up the virtual weapon of the second virtual character in the game scene.
10. A game interactive control device, characterized in that: A graphical user interface is provided through a terminal device, wherein at least part of a game scene is displayed in the graphical user interface; the device comprises: A backpack display module, used to display a backpack page in the graphical user interface in response to a specified trigger operation; wherein the backpack page includes weapon icons corresponding to a plurality of virtual weapons; A control display module, for displaying a plurality of assembly controls on the weapon icon corresponding to the first virtual weapon in the backpack page in response to a first trigger operation on the weapon icon corresponding to the first virtual weapon; wherein the plurality of assembly controls are used to replace different types of weapon accessories for the virtual weapon when triggered; a weapon determination module, configured to respond to a second trigger operation on a target assembly control among the plurality of assembly controls and determine a second virtual weapon from the backpack page based on the second trigger operation; The accessory assembly module is used to determine the target weapon accessories that match the target assembly control from the weapon accessories contained in the first virtual weapon or the weapon accessories contained in the backpack page, and assemble the target weapon accessories to the second virtual weapon.
11. An electronic device, characterized in that: The electronic device includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game interaction control method according to any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game interaction control method according to any one of claims 1 to 9.