Game control method and device, electronic equipment and readable storage medium

By displaying a switching method between the first and second item panels in the game interface, the problem of cumbersome item switching operations is solved, achieving more efficient item switching and a more optimized game interface design.

CN120960754APending Publication Date: 2025-11-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410611924.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-05-16
Publication Date
2025-11-18

AI Technical Summary

Technical Problem

The current game item switching operation is cumbersome, which makes the operation burden heavy for players and easily delays the opportunity to fight.

Method used

By displaying a first item panel and a second item panel in the graphical user interface, the second item can be used without hiding the first item panel, and the triggering operation of the first item panel is monitored to determine whether to continue using the first item, thus reducing the frequency of item switching operations.

Benefits of technology

It reduces the frequency of players switching items in the game, improves the efficiency of item switching, reduces the possibility of misoperation, and optimizes the information content and visual experience of the game interface.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game control method and device, electronic equipment and a readable storage medium, and the method comprises the steps: providing a graphical user interface for displaying a first prop panel through terminal equipment, and displaying a first game prop at a designated position of the first prop panel, the game prop displayed at the specified position is configured to be used by monitoring the first trigger operation; in response to the second trigger operation, a second prop panel is displayed in the graphical user interface, and game props displayed in the second prop panel are determined props in the game props currently owned by the controlled virtual character; determining a second game prop from the second prop panel in response to a third trigger operation for the game prop in the second prop panel; in response to the fact that the second game prop is used, hiding the second prop panel in the graphical user interface, and continuing to monitor the first trigger operation to determine whether the first game prop is used or not. According to the method, the operation burden of the player for switching the props can be reduced, and the efficiency of switching the props is improved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the field of computers, and in particular to a game control method and device, an electronic device, and a computer readable storage medium. BACKGROUND

[0002] In a related game, a prop panel is usually displayed on a game interface, and the prop panel displays a game prop 1 currently held by a player. When the player needs to use a game prop 2 other than the game prop 1, the player can select the game prop 2 from the props currently owned by the player, and replace the game prop 1 displayed in the prop panel with the game prop 2 selected this time, so that the player uses the game prop 2 by triggering the game prop 2 displayed in the prop panel. After the game prop 2 is used, if the game prop 1 needs to be used again, the player needs to perform the switching operation of selecting the game prop 1 again, so that the player can use the game prop 1 again.

[0003] However, in the above-mentioned manner, the player needs to perform the prop switching operation multiple times in the scenario of frequently using different game props, which brings heavy operation burden to the player, and if the game prop switching is not timely, the battle opportunity is easily delayed.

[0004] It should be noted that the information disclosed in the above background section is only used to strengthen the understanding of the background of the present application, and therefore can include information that does not constitute prior art known to those of ordinary skill in the art. SUMMARY

[0005] Therefore, the present application provides a game control method and device, an electronic device, and a computer readable storage medium, which can reduce the operation burden of the player switching the props and improve the efficiency of the prop switching.

[0006] In a first aspect, an embodiment of the present application provides a game control method, which provides a graphical user interface through a terminal device, and the method comprises the following steps:

[0007] displaying a first prop panel through the graphical user interface, and a first game prop is displayed at a specified position of the first prop panel, wherein the game prop displayed at the specified position is configured to be used by monitoring a first trigger operation;

[0008] in response to a second trigger operation, displaying a second prop panel in the graphical user interface, and the game prop displayed in the second prop panel is a determined prop among the game props currently owned by a controlled virtual character;

[0009] in response to a third trigger operation for the game prop in the second prop panel, determining a second game prop from the second prop panel;

[0010] In response to the use of the second game item, the second item panel is hidden in the graphical user interface, and the first triggering operation is monitored to determine whether the first game item is used.

[0011] Secondly, embodiments of this application provide a game control device that provides a graphical user interface through a terminal device. The device includes a display unit and a determination unit.

[0012] The display unit is used to display a first item panel through a graphical user interface, wherein a first game item is displayed at a designated position on the first item panel, and the game item displayed at the designated position is configured to be used by monitoring a first trigger operation;

[0013] The display unit is also configured to respond to the second trigger operation by displaying a second item panel in the graphical user interface, wherein the game items displayed in the second item panel are the items currently owned by the controlled virtual character.

[0014] A determining unit is configured to determine a second game item from the second item panel in response to a third trigger operation for a game item in the second item panel.

[0015] The display unit is also configured to, in response to the use of the second game item, hide the second item panel in the graphical user interface and continue to monitor the first trigger operation to determine whether the first game item is used.

[0016] Thirdly, embodiments of this application provide an electronic device, including:

[0017] Processor; and

[0018] The memory is used to store data processing programs, which, when the electronic device is powered on and run by the processor, execute the method as described in the first aspect.

[0019] Fourthly, embodiments of this application provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method as described in the first aspect.

[0020] The game control method provided in the application provides a graphical user interface through a terminal device, displays a first prop panel through the graphical user interface, and displays a first game prop at a specified position of the first prop panel, wherein the game prop displayed at the specified position is configured to be used through monitoring a first trigger operation; in response to a second trigger operation, a second prop panel is displayed in the graphical user interface, and the game prop displayed in the second prop panel is a determined prop among game props currently owned by a controlled virtual character; in response to a third trigger operation for the game prop in the second prop panel, a second game prop is determined from the second prop panel; and in response to the use of the second game prop, the second prop panel is hidden in the graphical user interface, and the first trigger operation is continuously monitored to determine whether the first game prop is used.

[0021] It can be seen that, in the game control method provided in the application, the second game prop is used in the case of displaying the first game prop at the specified position of the first prop panel, and the first game prop displayed at the specified position in the first prop panel is not replaced by the second game prop; that is, in the case of hiding the second prop panel after using the second game prop, the first trigger operation can be quickly applied to the first game prop in the first prop panel to continue using the first game prop, without the need to perform the prop switching operation of switching the second game prop back to the first game prop in the related art again, thereby reducing the frequency of the player performing the prop switching operation and improving the efficiency of the player switching the prop in the game. BRIEF DESCRIPTION OF DRAWINGS

[0022] In order to more clearly illustrate the technical solutions of the embodiments of the application, the following will briefly introduce the drawings needed to be used in the description of the embodiments of the application. Obviously, the drawings in the following description are only some embodiments of the application, and other drawings can also be obtained by those skilled in the art without creative labor.

[0023] Figure 1 An example interface schematic diagram for switching game props provided in the related art;

[0024] Figure 2 Another example interface schematic diagram for switching game props provided in the related art;

[0025] Figure 3 Another example interface schematic diagram for switching game props provided in the related art;

[0026] Figure 4 An example game system schematic diagram for implementing the game control method provided in the embodiments of the application;

[0027] Figure 5 An example flowchart of the game control method provided in the embodiments of the application;

[0028] Figure 6 An example interface display schematic diagram of the game control method provided by the embodiment of the present application is shown in the following figure:

[0029] Figure 7 An example display schematic diagram of the roulette panel provided by the embodiment of the present application is shown in the following figure:

[0030] Figure 8 An example interface display schematic diagram of the game control method provided by the embodiment of the present application is shown in the following figure:

[0031] Figure 9 An example interface display schematic diagram of the game control method provided by the embodiment of the present application is shown in the following figure:

[0032] Figure 10 An example interface display schematic diagram of the game control method provided by the embodiment of the present application is shown in the following figure:

[0033] Figure 11 An example interface display schematic diagram of the game control method provided by the embodiment of the present application is shown in the following figure:

[0034] Figure 12 An example interface display schematic diagram of the game control method provided by the embodiment of the present application is shown in the following figure:

[0035] Figure 13 An example flow chart of the game control method provided by the embodiment of the present application is shown in the following figure:

[0036] Figure 14 An example interface display schematic diagram of the game control method provided by the embodiment of the present application is shown in the following figure:

[0037] Figure 15 An example structure schematic diagram of the game control device provided by the embodiment of the present application is shown in the following figure:

[0038] Figure 16 An example structure block diagram of the electronic device for implementing the game control method provided by the embodiment of the present application is shown in the following figure. DETAILED DESCRIPTION

[0039] In the following description, many specific details are set forth in order to provide a thorough understanding of the present application. However, the present application can be practiced without the specific details, which are presented in the following description. Therefore, the present application is not limited to the details disclosed in the following description.

[0040] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.

[0041] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.

[0042] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.

[0043] Before detailing the implementation methods of this application, the relevant technologies will be further introduced first.

[0044] like Figure 1 As shown, Figure 1 The diagrams of graphical user interfaces in related technologies are provided. Figure 1In the illustrated graphical user interface 100, the virtual character 10 and a prop panel 11 are displayed. The prop panel 11 displays five game props that the player desires to use quickly, namely, game prop 1, game prop 2, game prop 3, game prop 4, and game prop 5. In the graphical user interface 100, each game prop is bound to a shortcut key, for example, bound to the number keys “1”, “2”, “3”, “4”, and “5” on the keyboard. The player can control the virtual character 10 to use the game prop 1 by pressing the number key “1”, and if the player does not use the remaining game props at this time, the player can use the game prop 1 for a long time; if the player presses the number key “2”, the game prop 1 held by the player is replaced by the game prop 2, and the player can use the game prop 2 at this time; if the game prop 2 is used, and the player wants to use the game prop 1 again, the player needs to press the number key “1” again to switch back to the game prop 1. It can be seen that this way occupies a large number of key positions of physical keys for a long time when using the props quickly, which affects the setting of shortcut keys when expanding the core functions of the game. In addition, this way requires the player to have good memory when replacing the props used by the player, which causes a great memory burden on the player, and if the player makes a mistake in memory, the player may miss the opportunity. If in a mobile game, the display space of the graphical user interface is limited, and if the above-mentioned way is to be implemented, each shortcut prop needs to be listed and displayed in the graphical user interface, and the player selects and uses each shortcut prop by clicking or other operation methods. However, listing and displaying each shortcut prop will occupy a large amount of space of the graphical user interface, which affects the visual experience of the player.

[0045] To solve the above problems, in a related technology, as shown in Figure 2 , Figure 2 Another graphical user interface in a game is provided, in Figure 2 The graphical user interface 101 provided displays the virtual character 10 and a prop panel 12. The prop panel 12 can be regarded as a display panel of frequently used game props of the player. In order to reduce the occupation of the controls of the graphical user interface by the prop display, only one game prop can be displayed in the prop panel 12. For example, the prop panel 12 displays the game prop 1, a switching control 13, and a switching control 14. The player can perform a clicking operation on the game prop 1 to control the virtual character 10 to use the game prop 1. Assuming that the player triggers the switching control 13, the graphical user interface 101 is switched to display the graphical user interface 102. That is, the game prop 1 displayed in the graphical user interface 101 is switched to the game prop 2, and the graphical user interface 102 is obtained, and then a clicking operation is performed on the game prop 2 to control the virtual character 10 to use the game prop 2.

[0046] While this method eliminates the need to list and display all quick-use items in the graphical user interface, it is only suitable for situations where there are few available items. If there are many available items, the operation of switching items by switching control 13 or control 14 is cumbersome, time-consuming, and inefficient, placing a significant operational burden on the player.

[0047] Or, in some related technologies, such as Figure 3 As shown, Figure 3 A graphical user interface illustration from another game is provided. Figure 3 The graphical user interface 103 shown displays a virtual character 10 and an item panel 15. The item panel 15 only permanently displays game item 1 and a display control 16. Players can trigger actions on game item 1 to control the virtual character 10 to use game item 1. When a player wants to change the game item 1 permanently displayed in a specific position on the item panel 15, they can trigger the display control 16 in the graphical user interface 103 to expand the item panel 15, resulting in a graphical user interface 104. For example, if a player wants to set game item 2 as the permanently displayed game item in a specific position on the item panel 15, they can trigger actions on game item 2 displayed in the graphical user interface 104 to replace game item 1 in the specified position on the item panel 15 with game item 2, resulting in a graphical user interface 105. Based on this graphical user interface 105, players can trigger actions on game item 2 displayed in a specified position on the item panel 15 to control the virtual character 10 to use game item 2.

[0048] In this method, if a player needs to use game item 1 again after using game item 2, they need to perform the above operation again to move game item 1 to the designated position on the item panel 15 for permanent display before use. However, in scenarios where different game items are frequently used, players need to perform the above switching operation multiple times, which places a heavy operational burden on players. Furthermore, if the game item switching is not timely, it can easily delay the opportunity to win.

[0049] In view of the above-mentioned problems, this application provides a game control method, device, electronic device, and computer-readable storage medium.

[0050] The game control method provided in the embodiments of the present application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smart phone, a tablet computer, a notebook computer or the like. The server can be a physical server, a server cluster composed of multiple physical servers or a distributed system, or a cloud server providing cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs, and basic cloud computing services such as big data and artificial intelligence platforms.

[0051] In an optional embodiment, when the game control method is executed on the terminal device, the terminal device stores a game application and a game virtual scene. The terminal device interacts with the player through a graphical user interface. The terminal device can provide the graphical user interface to the player in various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal device, or the graphical user interface can be presented through holographic projection.

[0052] In an optional embodiment, when the game control method is executed on the server, the method can be implemented and executed based on a cloud game system. The cloud game system refers to a game mode based on cloud computing. The cloud game system includes a server and a client device. The running subject of the game application and the game picture presentation subject are separated, and the storage and execution of the game control method are completed on the server. The game picture presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting game pictures. For example, the client can be a display device close to the player side and having a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is the server in the cloud. During the game, the player operates the client to send instructions to the server, the server controls the running game according to the instructions, encodes and compresses the game picture data, returns the data to the client through the network, and finally decodes and outputs the game picture through the client.

[0053] It should be noted that, in the embodiments of the present application, the execution subject of the game control method can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the cloud game mentioned above. The embodiments of the present application do not limit the type of execution subject. That is, the game control method provided in the present application is applicable to both mobile games and terminal games.

[0054] For example, in combination with the above description, Figure 4A game system 1000 for implementing the control method of the game provided in the embodiments of the present application is shown, which can include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The terminal 1001 held by a player can be connected to different game servers through the network. The terminal is any device with computing hardware capable of supporting and executing the software application tool corresponding to the game.

[0055] In the game system 1000 described above, the terminal 1001 is used to install and run the game application. In some cases, the game application can not be installed in the terminal 1001 in advance, and the player can directly access the game through a browser or other client. The player logs in to the game application using a registered game account, and can control the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 1001 sends a login request to the server 1002. The server 1002 verifies the game account used by the player, and determines the game mechanism corresponding to the game account according to the login request. If the verification is passed, the server 1002 returns a login success notification to the terminal 1001. During the process in which the player participates in the game through the game application, the terminal 1001 and the server 1002 perform data interaction. The terminal 1001 sends various information to the server 1002. The server 1002 determines the display data of the terminal 1001 according to the stored game mechanism (such as the control method of the game provided in the present application) and the received information, and sends the display data to the terminal 1001, so as to display the display data sent by the server 1002 to the player through the terminal 1001.

[0056] In possible application scenarios, different terminals 1001 can be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the first and second manners will be used for description in the embodiments of the present application. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing the first and second, it can be understood that the terminals 1001 corresponding to the virtual characters in the same game scenario are served by the same server 1002.

[0057] In addition, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and through different servers. The networks can be wireless networks or wired networks, such as wireless local area networks (WLANs), local area networks (LANs), cellular networks, 2G networks, 3G networks, 4G networks, 5G networks, and the like. In addition, different terminals can also use their own Bluetooth networks or hotspot networks to connect to other terminals or servers, and the like. In addition, the game system 1000 can include multiple databases, which are coupled to different servers, and can continuously store information related to games in the databases when different players are online to play multiplayer games.

[0058] It should be noted that, Figure 4 The game system diagram shown is merely an example, and the game system 1000 described in the embodiments of the present application is used to more clearly illustrate the technical solutions of the embodiments of the present application, and does not constitute a limitation on the technical solutions provided by the embodiments of the present application. Those skilled in the art can know that, as the game system evolves and new business scenarios appear, the technical solutions provided by the embodiments of the present application are also applicable to similar technical problems.

[0059] It should be noted that, in the subsequent detailed description of the game control method provided by the embodiments of the present application, the operations appearing in the description can be regarded as operations performed by a player through a finger or a control mouse, a keyboard, a gamepad, or a stylus, and the like. The specific medium used can be determined according to the type of the electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, or a game console, the player can perform operations on the touch screen through a finger, a stylus, or any suitable object or accessory. When the terminal device is a non-touch screen terminal device such as a desktop computer or a notebook computer, the player can perform operations through an external device such as a mouse, a keyboard, or a gamepad.

[0060] In the embodiments of the present application, a graphical user interface is provided through a terminal device, which is a visual representation and an operation interface for a player to interact with a virtual game. The graphical user interface can display a game scene of the virtual game and control components, social elements, and the like, which are used to present the style of the game world and to guide user operations.

[0061] In graphical user interfaces (GUIs), various interface contents are typically presented in layers. A layer is a hierarchical display method in GUIs, allowing different interface contents to be placed on different layers for better control over their display and hiding. For example, the game scene can be placed on the scene layer, which is primarily used to render the game world and its objects, including characters, environment, and dynamic elements. Various UI (User Interface) elements are placed on the UI layer. UI elements can include, but are not limited to, various control gestures, information panels displaying game information (such as chat panels, item display panels, character status panels, etc.), game thumbnails, and other elements. Because UI elements are the interface elements through which players interact with the game, the UI layer, where UI elements are placed, usually has a higher display hierarchy than the scene layer. In other words, the display hierarchy of each UI element is higher than the display hierarchy of the game scene.

[0062] It should be noted that the virtual characters or controlled virtual characters mentioned below refer to virtual characters controlled by a game account logged in on a terminal device that provides a graphical user interface.

[0063] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0064] like Figure 5 As shown, Figure 5 This is an example flowchart of a game control method provided in an embodiment of this application. It should be noted that the steps shown may be executed in a logical order different from that shown in the flowchart. The method may include the following steps S210 to S240.

[0065] Step S210: Display a first item panel through a graphical user interface, and display a first game item at a designated location on the first item panel, wherein the game item displayed at the designated location is configured to be used by monitoring a first trigger operation.

[0066] The first item panel is a UI element placed within the UI layer to display game items. This first item panel can include one or more locations for placing game items. The designated location within the first item panel is the one that is permanently displayed in the graphical user interface; it can also be understood as a pre-set, specific location within the first item panel. It should be noted that the first item panel can also refer to the UI layer corresponding to the first game item itself.

[0067] The game prop located at the specified position can be configured as a prop used by monitoring the first trigger operation. Monitoring the first trigger operation means monitoring whether the player applies the first trigger operation in real time. If the first trigger operation applied by the player to the game prop located at the specified position is monitored, the controlled virtual character can be controlled to use the game prop located at the specified position. In this embodiment, the game prop displayed at the specified position is the first game prop, that is, when the player applies the first trigger operation to the first game prop, the virtual character can be controlled to use the first game prop.

[0068] Generally, the first game prop displayed at the specified position in the game is a main prop that needs to be used for a long time by the player in the game. For example, when the virtual character controlled by the player is a magician, the magician mainly uses a magic wand to perform a game task in the game, and the magic wand can be placed as a commonly used prop at the specified position. For another example, the first game prop displayed at the specified position can also be a medicine or the like which can quickly restore the life value of the character.

[0069] It should be noted that the game prop displayed at the specified position is replaceable, that is, the first game prop displayed at the specified position can be replaced by other game props, and the specific replacement manner can be referred to in the following description, which will not be described here.

[0070] The first trigger operation can include but is not limited to a touch operation such as a click operation, a sliding operation, a pressing operation, a dragging operation, a non-touch operation such as a voice instruction operation, a gesture operation, or a shortcut key operation, and the like, and the like, without limitation.

[0071] In some embodiments, when the game is a terminal game, the terminal device is in communication connection with at least one handheld device. When the handheld device is a keyboard mouse device, the first trigger operation can include a pressing operation on a certain physical key on the keyboard. When the handheld device is a gamepad, the first trigger operation can include a pressing operation on a certain physical key on the gamepad.

[0072] In another embodiment, when the game is a mobile game, the first trigger operation can include a touch operation such as a click operation, a sliding operation, and the like, acting on the display position of the first game prop.

[0073] Step S220: In response to the second trigger operation, a second prop panel is displayed in the graphical user interface, and the game prop displayed in the second prop panel is a determined prop among the game props currently possessed by the controlled virtual character.

[0074] The second trigger operation can include, but is not limited to, a touch operation, such as a click operation, a sliding operation, a pressing operation, a dragging operation, and the like, acting on a blank area of the graphical user interface; a non-contact operation, such as a voice instruction operation, a gesture operation, and the like; or a shortcut key operation, without limitation.

[0075] It should be noted that in the present embodiment, when the terminal device is a touch screen device, the action object of the first trigger operation and the second trigger operation can be the same but the operation mode adopted is different, or the action object of the first trigger operation and the second trigger operation is different but the same operation is adopted. For example, the first trigger operation and the second trigger operation are both click operations, but the action object of the first trigger operation can be the first game prop, and the action object of the second trigger operation can be a preset specific position (such as any blank area) in the graphical user interface except the display position of the first game prop; or in the present embodiment, the first trigger operation can be a click operation on the first game prop, and the second trigger operation can be a long press operation on the first game prop, that is, by clicking the first game prop, the use of the first game prop can be triggered, and by long pressing the first game prop, the second prop panel can be called; in another possible implementation, the first trigger operation can be a trigger operation on a first shortcut key of an external device of the terminal device, and the second trigger operation can be a trigger operation on a second shortcut key on the keyboard. In another possible implementation, the second trigger operation can also be a trigger operation on a composite key. The present embodiment does not specifically limit this, and the specific situation of game development can be set to ensure that different game functions are realized.

[0076] The second prop panel refers to a UI element in the graphical user interface for displaying game props determined from the game props currently owned by the controlled virtual character according to the selection operation or the preset filtering condition of the player.

[0077] In the present embodiment, the game props displayed in the second prop panel can be determined from the game props currently owned by the controlled virtual character in any of the following ways:

[0078] In response to the selection operation, the game prop selected by the selection operation from the game props currently owned by the controlled virtual character is determined as the game prop displayed in the second prop panel.

[0079] The game prop in the game props currently owned by the controlled virtual character that meets the preset filtering condition is determined as the game prop displayed in the second prop panel; wherein the preset filtering condition includes any of the following: the use frequency exceeds a preset frequency; is bound to a target game event to be executed; is used to restore the life value of the controlled virtual character.

[0080] In the following, exemplary manners of determining the game props displayed in the second prop panel from the game props currently possessed by the virtual character are introduced. It can be understood that the game props currently possessed by the controlled virtual character are all the game props obtained by the controlled virtual character in the game through picking up, purchasing or performing game tasks for rewards, etc. Generally, the game props currently possessed by the controlled virtual character are located in the game backpack.

[0081] Example 1: In response to the selection operation, the game prop selected by the selection operation in the game props currently possessed by the controlled virtual character is determined as the game prop displayed in the second prop panel.

[0082] The player can select the game prop displayed in the second prop panel based on the demand in the game. For example, in the game session, the player can use the fishing rod prop to fish, use the elixir furnace prop to refine elixirs, use the weapon prop to fight, etc. Assuming that the player wants to use the fishing rod prop to fish in the game without refining elixirs or fighting, etc., the player can select the fishing rod prop in the backpack interface of the game props currently possessed by the controlled virtual character through the selection operation, and place the fishing rod prop in the second prop panel. Specifically, the player can configure the game prop for the second panel through the system menu.

[0083] Specifically, a configuration interface of the second prop panel can be provided. The player can open a prop selection interface through triggering the configuration interface. The prop selection interface contains all the game props currently possessed by the controlled virtual character. The player selects the game prop in the prop selection interface through the selection operation, so as to configure the selected game prop to the second prop panel.

[0084] Example 2: The game prop satisfying a preset screening condition in the game props currently possessed by the controlled virtual character is determined as the game prop displayed in the second prop panel.

[0085] In this example 2, the preset screening condition can include but is not limited to the game prop with a use frequency exceeding a preset frequency in the game, the game prop bound with a target game event to be performed, the game prop for restoring the life value of the controlled virtual character, etc. The present embodiment is not specifically limited.

[0086] The game system can automatically screen the game props displayed in the second prop panel from the game props currently possessed by the controlled virtual character based on the preset screening condition, so that the game props displayed in the second prop panel are strongly related to the game task to be performed, facilitating the player to quickly use the props in a small number of game props, improving the efficiency of the player using the props, and avoiding missing the opportunity due to low prop use efficiency. Of course, the player can also adjust the pre-configured game props in the second prop panel, and the system can also automatically adjust the game props in the second prop panel according to the use habits of the player.

[0087] It should be noted that the display position of the second prop panel and the display position of the first prop panel can coincide or not coincide, and no specific limitation is made in this regard.

[0088] Step S230: In response to a third trigger operation on the game prop in the second prop panel, determining a second game prop from the second prop panel.

[0089] After displaying the second prop panel, the second game prop can be determined among the game props displayed in the second prop panel. Specifically, the second game prop can be determined through the third trigger operation.

[0090] The third trigger operation can include but is not limited to: a touch operation such as a click operation, a sliding operation, a pressing operation, a dragging operation, etc. on the game prop selected by the player among the game props displayed in the second prop panel; a non-contact operation such as a voice instruction operation, a gesture operation, etc.; or a shortcut key operation, and no limitation is made in this regard, and one or more combined operations can be selected according to specific needs.

[0091] For example, the player can apply a click operation to the game prop selected among the game props displayed in the second prop panel, so as to select the game prop clicked by the click operation as the second game prop. For another example, the third trigger operation can be a trigger operation on a shortcut key, that is, the game prop in the second prop panel is selected through the shortcut key. The third trigger operation can also be a sliding operation on the second prop panel, and the game prop wanted is selected on the second prop panel through the sliding operation.

[0092] Step S240: In response to the second game prop being used, hiding the second prop panel in the graphical user interface, and continuing to monitor the first trigger operation to determine whether the first game prop is used.

[0093] The second game prop being used means that the player controls the controlled virtual character to consume the second game prop to achieve a corresponding game effect. For example, when the second game prop is a medicine prop, the use of the medicine prop can increase the life value of the controlled virtual character.

[0094] The second prop panel is hidden, which means that the second prop panel is invisible on the graphical user interface. After the second prop panel is hidden, the first trigger operation is continuously detected, and it is determined whether the first game prop is used according to the monitoring result of the first trigger operation. For example, if the first trigger operation is monitored, the first game prop is used; if the first trigger operation is not monitored, the first game prop is not used.

[0095] It should be noted that in the embodiments of the present application, after the second prop panel is hidden, the first prop panel containing the first game prop is displayed in the graphical user interface, so that the first trigger operation for the game prop on the first prop panel can be continuously monitored, that is, after the second game prop is released, the player can still use the first game prop quickly.

[0096] In optional embodiments, when the second prop panel is displayed, the first prop panel can be hidden in the graphical user interface; when the second prop panel is hidden, the first prop panel containing the first game prop can be displayed again in the graphical user interface, so that the first prop panel and the second prop panel are not displayed at the same time, which helps to maintain the balance of the amount of information of the graphical user interface, avoid the overload of the information displayed on the graphical user interface, optimize the interface neatness, and reduce the possibility of player misoperation.

[0097] Of course, in the embodiments of the present application, when the second prop panel is displayed in the graphical user interface, the first prop panel can also be hidden. At this time, the display of the first prop panel and the second prop panel can coincide or not coincide. When the first prop panel and the second prop panel coincide, the second prop panel can be displayed on the upper layer of the first prop panel. When the first prop panel and the second prop panel are displayed at the same time, the first prop panel can be set to a non-responsive state, that is, at this time, the first prop panel is triggered and no response result is generated.

[0098] Optionally, the display style of the first prop panel and the second prop panel can include but is not limited to a list panel displaying game props in a list style or a wheel panel displaying game props in a wheel style. The list panel is a UI panel with a list style, which presents the prop panel of the related game prop in a vertical or horizontal arrangement. This way is clear, intuitive, and convenient for players to quickly scan the switchable game prop.

[0099] A roulette panel refers to a UI panel with a roulette wheel design. This roulette panel may include a pointer at the center of the panel and multiple slots around the pointer. Each slot displays a game item. The first and second item panels can have the same or different styles. For example, both can be list panels, both can be roulette panels, or the first item panel can be a list panel and the second can be a roulette panel. This embodiment does not specifically limit this. A detailed description of the roulette panel follows.

[0100] Generally, in first-person games, the virtual camera filming the game scene can be positioned above the player-controlled virtual character's head (e.g., at eye level). The virtual camera moves with the virtual character, and its orientation rotates with the virtual character's movement. Therefore, the virtual game scene is a portion of the game scene within a preset area in front of the virtual character. In third-person games, the virtual camera can be positioned directly above or slightly above and behind the player-controlled virtual character. Therefore, the virtual game scene includes a portion of the game scene, including the virtual character.

[0101] In this application embodiment, a first-person game is used as an example to introduce the solution. Therefore, the virtual character controlled by the player can be displayed in the graphical user interface.

[0102] like Figure 6 As shown, the graphical user interface 300 displays a virtual character 10, a first item panel 17, and a game item 1, which is a first game item, displayed at a designated location on the first item panel 17. In the graphical user interface 300, this game item 1 is configured to be used by monitoring a first trigger operation; in other words, when the player applies a first trigger operation to the game item 1, they can control the virtual character 10 to use the game item 1.

[0103] When the player is detected to have performed a second trigger operation, the graphical user interface 300 can be switched to graphical user interface 301. In addition to displaying the first item panel 17, the graphical user interface 301 also displays the second item panel 18, which displays game item 2, game item 3 and game item 4.

[0104] When a player applies a third trigger operation to game item 2, game item 3, or game item 4 displayed in the second item panel 18, assuming that the game item selected by the third trigger operation is game item 2, the graphical user interface 301 is switched to graphical user interface 302. In the graphical user interface 302, the game item 2 is filled in gray to indicate that the game item 2 has been selected by the third trigger operation, and the game item 2 can be identified as the second game item.

[0105] When the use of game item 2 is detected, i.e., the third trigger operation ends, the graphical user interface 302 can be switched to graphical user interface 303. The second item panel 18 is hidden in graphical user interface 303 to make it invisible, and the first item panel 17 containing game item 1 is displayed in graphical user interface 303. Based on graphical user interface 303, it continues to monitor whether the player applies the first trigger operation to graphical user interface 303 to determine whether game item 1 is used. Furthermore, assuming game item 2 has the attribute of stopping the virtual character 10 from moving, the virtual character 10 is kept stationary in graphical user interface 303. In this way, after the player quickly uses game item 2, they can conveniently use game item 1 displayed in graphical user interface 303.

[0106] It should be noted that, in Figure 6 In this configuration, both the first item panel 17 and the second item panel 18 are list panels. Furthermore, both the first item panel 17 and the second item panel 18 are simultaneously displayed in the graphical user interface 304.

[0107] As can be seen, in the game control method provided in this application, when the first game item is displayed at a designated position in the first item panel, using the second game item will not replace the first game item displayed at the designated position in the first item panel with the second game item; that is, when the second item panel is hidden after using the second game item, a first trigger operation can be quickly applied to the first game item in the first item panel to continue using the first game item, without having to perform the item switching operation of switching the second game item back to the first game item in the related technology again, thereby reducing the frequency of the player performing the item switching operation and improving the efficiency of the player switching items in the game.

[0108] Next, some specific and optional implementation methods provided in this application will be introduced.

[0109] First, combined Figure 7 An embodiment in which the first item panel is an item list panel and the second item panel is a roulette panel will be introduced. Figure 7 A schematic diagram of a roulette wheel panel is provided. The center of the panel features a pointer, and four slots are distributed around the edge. Each slot displays game item 0, game item 1, game item 2, and game item 3, respectively. Figure 7 The roulette wheel panel in (a) shows the display state when the roulette wheel panel is not controlled. Figure 7The roulette wheel panel in (b) shows the display state when the roulette wheel panel is controlled. The difference between the two lies in the style of the pointer icon located in the center of the roulette wheel panel. When the roulette wheel panel is controlled, the pointer icon can be rotated to select game items located in different slots. It can be understood that when the pointer icon rotates and aligns with a slot, it indicates that the game item displayed in that slot has been selected. For example, in... Figure 7 In the roulette panel shown in (b), if the pointer is aligned with the cell where game item 3 is located, then game item 3 is selected.

[0110] It should be noted that the number of slots on the roulette panel is not limited in this embodiment; the number of slots on the roulette panel can be a preset fixed number, or it can dynamically change according to the number of switchable game props placed in the first prop panel.

[0111] By displaying the first and second item panels in different styles, visual diversity allows players to intuitively distinguish between them, reducing the cognitive load on players and visual fatigue, thus improving the player's visual experience.

[0112] like Figure 8 As shown, the graphical user interface 300 displays a virtual character 10, a first item panel 17, and a game item 1, which is a first game item, displayed at a designated location on the first item panel 17. In the graphical user interface 300, this game item 1 is configured to be used by monitoring a first trigger operation; in other words, when the player applies a first trigger operation to the game item 1, they can control the virtual character 10 to use the game item 1.

[0113] When the player is detected to have performed a second trigger operation, the graphical user interface 300 can be switched to the graphical user interface 304. The first item panel 17 is hidden in the graphical user interface 304, and the second item panel 19 is displayed. The second item panel 19 is a roulette panel, and game item 2, game item 3 and game item 4 are displayed in each slot of the roulette panel.

[0114] Based on the graphical user interface 304, when a player applies a third trigger operation to game item 2, game item 3, or game item 4 displayed in the second item panel 19, assuming that the game item selected by the third trigger operation is game item 3, the graphical user interface 304 is switched to display as the graphical user interface 305. In the graphical user interface 305, the game item 3 is selected by being filled in gray, and the game item 3 can be identified as the second game item.

[0115] When it is monitored that the game prop 3 is used, i.e. the third trigger operation ends, the graphical user interface 305 can be switched to display the graphical user interface 306. In the graphical user interface 306, the second prop panel 19 is hidden so as to be invisible, and the first prop panel 17 containing the game prop 1 is displayed in the graphical user interface 306, based on which the monitoring of whether the player applies the first trigger operation to the graphical user interface 306 to determine whether the game prop 1 is used is continued. In addition, assuming that the game prop 3 has the attribute of stopping the virtual character 10 from moving, the virtual character 10 is kept still in the graphical user interface 306.

[0116] When the second prop panel is the roulette panel, optionally, the third trigger operation on the game prop in the second prop panel in the step S230 introduced above can include a control operation on the pointer mark in the roulette panel. That is, according to the control operation on the pointer mark, the pointer mark is controlled to rotate, and the game prop aimed at by the pointer mark is determined as the second game prop. Hereinafter, an example of the control operation of controlling the pointer mark to rotate is introduced.

[0117] Example one: when the player performs the third trigger operation through the mouse, the start and end positions of the mouse movement can be used to determine the rotation angle of the pointer mark to be rotated, and the pointer mark is controlled to rotate according to the rotation angle.

[0118] Example two: when the player performs the third trigger operation through the gamepad, the start and end positions of the movement of the rocker key on the gamepad can be used to determine the rotation angle of the pointer mark to be rotated, and the pointer mark is controlled to rotate according to the rotation angle.

[0119] Example three: when the terminal device is a touch screen device, the third trigger operation can be a click operation, a press operation, etc. on the game prop desired to be selected in the roulette panel, or a sliding operation on the pointer mark, according to which the pointer mark is controlled to rotate to select the second game prop. It can be understood that the rotation angle of the pointer mark is associated with the start and end positions of the sliding operation.

[0120] In some optional embodiments, each game prop displayed in the second prop panel can include the first game prop, i.e. the first game prop can be displayed in the first prop panel or in the second prop panel. As shown in FIG. 2, the game prop 1 is included in the second prop panel 19. Figure 8

[0121] In some optional embodiments, the game control method provided by the present application can further include the following steps S240 to S250.

[0122] ​Step S240: in response to the switching operation, switching the first game prop displayed at the specified position in the first prop panel to a third game prop according to the switching operation.

[0123] Step S250: in response to the first trigger operation, using the third game prop displayed at the specified position.

[0124] The switching operation can include but is not limited to: in the mobile game, a switching control can be displayed on the graphical user interface, and touch operations such as click operation, sliding operation, pressing operation, and dragging operation are performed on the switching control; in the terminal game, in the case where the switching control is not displayed on the graphical user interface, non-contact operations such as voice instruction operation and air gesture operation, or shortcut key operation, etc. are not limited.

[0125] The third game prop can be a game prop selected by the switching operation from the game props currently possessed by the controlled virtual character.

[0126] Switching the first game prop displayed at the specified position in the first prop panel to the third game prop means replacing the first game prop displayed at the specified position with the third game prop. When the third game prop is displayed at the specified position, the first trigger operation is monitored, and when the first trigger operation is monitored, the controlled virtual character is controlled to use the third game prop.

[0127] As shown in Figure 9 The virtual character 10 and the first prop panel 17 displaying the game prop 1 at the specified position are displayed in the graphical user interface 300. Assuming that the switching operation is a trigger operation for a preset shortcut key, the game prop 1 displayed at the specified position in the first prop panel 17 is replaced with the third game prop selected by the trigger operation for the preset shortcut key. Assuming that the trigger operation for the preset shortcut key selects the game prop 0, the graphical user interface 300 is switched to display the graphical user interface 307, and the game prop 0 is displayed at the specified position in the first prop panel 17 of the graphical user interface 307.

[0128] Assuming that the game prop 0 is a medicine recovery prop, when the player applies the first trigger operation to the game prop 0 in the graphical user interface 307, the graphical user interface 307 is switched to display the graphical user interface 308, and the position of the game prop 0 is displayed in a gray filled state in the graphical user interface 308 to represent that the game prop 0 is used. Further, when the game prop 0 is used, a bar-shaped identifier 20 representing the life value of the virtual character 10 can be displayed in the graphical user interface 308, and the gray filled part in the bar-shaped identifier 20 represents that the game prop 0 has increased the life value of the virtual character 10 by 30%.

[0129] In this embodiment, the player can replace the first game prop in the first prop panel in the specified position with the third game prop, so as to help the player use the third game prop conveniently and quickly in a long period of time, and improve the prop use experience of the player.

[0130] In some optional embodiments, the step S240 of "switching the first game prop in the specified position in the first prop panel to the third game prop according to the switching operation in response to the switching operation" can be implemented through the following steps S241 to S242.

[0131] Step S241: In response to the fourth trigger operation, the first prop panel is controlled to enter a switching state, and the switching state is used to represent that the first game prop in the specified position can be switched to other game props.

[0132] Step S242: When the first prop panel is in the switching state, the first game prop in the specified position is switched to the third game prop according to the switching operation in response to the switching operation.

[0133] In the mobile game, a preset state control can be displayed on the graphical user interface, in which case, the fourth trigger operation can include but is not limited to a touch operation, a sliding operation, a pressing operation, a dragging operation, and the like on the preset state control. In the PC game, the preset state control can not be displayed on the graphical user interface, in which case, the fourth trigger operation can include but is not limited to a voice instruction operation, a non-contact gesture operation, and the like, or a shortcut key operation, and the like, without limitation.

[0134] Controlling the first prop panel to enter the switching state means that the first prop panel is in a state in which the first game prop in the specified position in the first prop panel can be switched to other game props. The other game props can be understood as the remaining game props except the first game prop among the game props currently possessed by the controlled virtual character.

[0135] In this embodiment, the step of switching the first game prop in the specified position to the third game prop according to the switching operation needs to be executed when the first prop panel is in the switching state.

[0136] As Figure 10As shown, the first prop panel 17 displayed in the graphical user interface 300 is not in the switching state. Assuming that the fourth trigger operation is a pressing operation on the physical key "Alt" on the keyboard, the graphical user interface 300 is switched to display the graphical user interface 309 in response to the pressing operation on the physical key "Alt". In the graphical user interface 309, the first prop panel 17 in the switching state is displayed. Optionally, operation prompt information for prompting the switching operation can be displayed at the associated position of the first prop panel 17 when the first prop panel 17 is in the switching state. As shown in the graphical user interface 309, operation prompt information 21 and 22 is displayed at the associated position of the first prop panel 17 in the switching state. The operation prompt information 21 and 22 can be used to prompt the player to replace the game prop 1 displayed at the specified position of the first prop panel 17 by pressing the left mouse button or the right mouse button. Assuming that the player triggers the left mouse button, the game prop 1 displayed at the specified position can be replaced by the game prop 0, i.e., the graphical user interface 309 is switched to display the graphical user interface 307, and based on the graphical user interface 307, the game prop 0 is used in response to the first trigger operation. The use process can be specifically referred to the description of the first trigger operation in the first embodiment. Figure 9 The description is not repeated here.

[0137] In this embodiment, the timing at which the first game prop can be switched to the third game prop is further limited, the operation difficulty of switching the first game prop to the third game prop is improved, and the player's unexpected prop switching due to accidental triggering can be avoided.

[0138] In some optional embodiments, the step S250 of "using the third game prop displayed at the specified position in response to the first trigger operation" can be implemented through the following steps S251 to S252.

[0139] Step S251: In response to the end of the fourth trigger operation, the first prop panel exits the switching state.

[0140] Step S252: Using the third game prop displayed at the specified position in response to the first trigger operation.

[0141] Controlling the first prop panel to exit the switching state means exiting the state in which the first game prop displayed at the specified position can be switched to other game props.

[0142] In this embodiment, if the first prop panel is in the switching state and the first game prop displayed at the specified position has been switched to the third game prop, the first trigger operation cannot be applied to the third game prop displayed at the specified position at this time. That is, the third game prop can be used in response to the first trigger operation only when the first prop panel exits the switching state.

[0143] The fourth trigger operation ends, which means that the fourth trigger operation ends or reaches a preset stop condition after the player's trigger operation ends. For example, when the fourth trigger operation is the pressing operation of the physical key "Alt" on the keyboard as described above, the fourth trigger operation ends when the player lifts the finger and no longer presses the physical key "Alt".

[0144] In this embodiment, the use of the third game prop displayed in the specified position is subject to the precondition of increasing the operation difficulty of using the third game prop, which can avoid the use of the game prop by the player due to the accidental touch.

[0145] In some optional embodiments, when the first prop panel enters the switching state as described above, the game control method provided by the present application can further include the following step S260.

[0146] Step S260: display the switchable other game prop in the associated area of the specified position of the first prop panel.

[0147] Correspondingly, based on the step S260, the step S242 of switching the first game prop displayed in the specified position to the third game prop according to the switching operation in the step S242 described above can be implemented through the following step S2420.

[0148] Step S2420: in response to the switching operation, determine the third game prop from the other game props according to the switching operation, and move the first game prop out of the specified position and move the third game prop to the specified position for display.

[0149] The associated area of the specified position of the first prop panel can be understood as an area having an associated relationship with the specified position in the first prop panel, which is set in advance in the area other than the specified position.

[0150] The switchable other game prop means the game prop that can be selected and placed in the specified position.

[0151] The determination of the third game prop from the other game props according to the switching operation is specifically to select the other game prop selected by the switching operation as the third game prop.

[0152] Moving the first game prop out of the specified position means that the first game prop is not displayed in the specified position, and after being moved out, the first game prop can be displayed in the position originally displayed by the third game prop in the associated area, and the third game prop is moved to the specified position for display. In other words, the display positions of the first game prop and the third game prop can be exchanged. Alternatively, the first game prop can be displayed at the position set in advance in the first prop panel, and the present embodiment does not specifically limit this.

[0153] By displaying other switchable game items in the associated area at the specified position, it is possible to visually show other switchable game items to the player. Based on the visually presented switchable game items, the player can quickly determine the game item currently desired to be selected, improving the player's item switching efficiency. Additionally, this method eliminates the need for the player to have a good memory ability to remember the correspondence between shortcut keys and quick-use items as required in the related technologies mentioned above, reducing the player's memory burden.

[0154] Optionally, when controlling the first item panel to enter the switching state, an operation prompt message is displayed at the associated position of the first item panel, and this operation prompt message is used to prompt the switching operation.

[0155] Next, in combination with Figure 11 Steps S251 to S252, step S260, and step S2420 are introduced in detail.

[0156] As Figure 11 shown, in the graphical user interface 300, the virtual character 10 and the first item panel 17 that is not in the switching state are displayed. In response to the fourth trigger operation, the graphical user interface 300 is switched to the graphical user interface 310, and in the graphical user interface 310, the first item panel 17 that has entered the switching state is displayed. In this example, the border of the specified position is shown in bold. At this time, the game item displayed at the specified position is game item 1. Meanwhile, other switchable game items are also displayed near the specified position in the first item panel 17 of the graphical user interface 310, namely game item 0, game item 2, and game item 3. Additionally, operation prompt messages 21 and 22 can be displayed at the associated position of the first item panel 17 to prompt the switching operation. Among them, operation prompt messages 21 and 22 can be used to prompt the player to change the game item 1 displayed at the specified position of the first item panel 17 by pressing the left or right mouse button.

[0157] Suppose the player triggers the left mouse button, the game prop 1 displayed at the specified position can be replaced by the game prop 0, in other words, the game prop 1 is removed from the specified position (the position indicated by the bold border), and the game prop 0 is displayed at the specified position, that is, the graphical user interface 310 is switched to display the graphical user interface 311, and based on the graphical user interface 311, in response to the end of the fourth trigger operation, the first prop panel 17 is controlled to exit the switching state, that is, the graphical user interface 311 is switched to display the graphical user interface 307, and the switched game prop 0 is displayed at the specified position of the first prop panel 17 in the graphical user interface 307. Based on the first prop panel 17 in the graphical user interface 307 which is not in the switching state, the game prop 0 is used in response to the first trigger operation. As in the above example, suppose the game prop 0 is a medicine recovery prop, when the game prop 0 is used, a bar-shaped identifier 20 representing the health value of the virtual character 10 is displayed in the graphical user interface 308, and the gray filled part in the bar-shaped identifier 20 represents that the health value of the virtual character 10 is increased by 30% by using the game prop 0.

[0158] In this way, the other switchable game props are displayed in the associated area at the specified position of the first prop panel, so that the player can intuitively know which game props are currently available for switching, and the player can make a selection.

[0159] In some optional embodiments, the step S220 of “displaying the second prop panel in the graphical user interface in response to the second trigger operation” can be implemented through the following step S221.

[0160] The step S221: in response to the second trigger operation, the second prop panel is displayed in the graphical user interface while the fourth trigger operation is maintained.

[0161] The step S221 is used to specifically define the precondition that the second trigger operation can be responded to, that is, the second trigger operation can be responded to to display the second prop panel in the graphical user interface only when the fourth trigger operation is maintained.

[0162] The above-mentioned maintaining the fourth trigger operation can be understood as that the fourth trigger operation is not ended. For example, when the fourth trigger operation is a pressing operation on the physical key “Alt” on the keyboard, the maintaining the fourth trigger operation can be understood as that the physical key “Alt” is not released, and when the player lifts the finger pressing the physical key “Alt”, it means that the fourth trigger operation is ended.

[0163] In some optional embodiments, when the above-mentioned second prop panel is displayed, the second prop panel is hidden in response to the end of the fourth trigger operation.

[0164] In an optional specific embodiment, the game control method provided by the present application may further include the following step S280.

[0165] Step S280: In response to a fourth trigger operation, display operation prompt information in the graphical user interface, where the operation prompt information is used to prompt a second trigger operation.

[0166] In addition to controlling the first item panel to enter a switching state in response to the fourth trigger operation introduced above, operation prompt information for prompting the second trigger operation can also be displayed in the graphical user interface. That is, the player can perform the second trigger operation through the operation method prompted by the operation prompt information.

[0167] For example, when the player performs the second trigger operation through a keyboard and mouse device, the operation prompt information may include virtual buttons corresponding to the physical buttons on the keyboard or mouse that the player needs to press displayed in the graphical user interface; or, when the player performs the second trigger operation through a gamepad, the operation prompt information may include virtual buttons corresponding to the physical buttons on the gamepad that the player needs to press. When the terminal device is a touch screen device such as a mobile phone or a tablet computer, the operation prompt information may include virtual controls for displaying a second item panel. This embodiment does not specifically limit this.

[0168] Next, in combination with Figure 12 , steps S221 and step S280 will be introduced in detail. As Figure 12 shown, in the graphical user interface 300, a virtual character 10 and a first item panel 17 that is not in a switching state are displayed. In response to the fourth trigger operation, the graphical user interface 300 can be switched to display the graphical user interface 312. In the graphical user interface 312, a first item panel 17 in a switching state is displayed. A game item 1 is displayed at a designated position (bold border position) of the first item panel 17, and other switchable items are displayed in an associated area at the designated position. The other switchable items are game item 0, game item 2, and game item 3 respectively. In addition, operation prompt information 21, 22, and 23 are also displayed at an associated position of the first item panel 17. Among them, operation prompt information 21 and operation prompt information 22 are used to prompt a switching operation, and operation prompt information 23 is used to prompt the second trigger operation. Specifically, operation prompt information 21 and 22 can be used to prompt the player to replace the game item 1 displayed at the designated position of the first item panel 17 by pressing the left or right mouse button;

[0169] In this example, the operation prompt information 23 includes prompt information for prompting the second trigger operation and a roulette identifier. In a specific example, when the second trigger operation is a pressing operation on the middle key of the mouse, the prompt information for prompting the second trigger operation can be a virtual mouse corresponding to the physical mouse, and the middle key position of the virtual mouse is highlighted. In addition, when the virtual mouse corresponding to the physical mouse is displayed, the operation prompt information also displays a roulette identifier, which is a marking symbol of the prop roulette panel. According to the combined prompt information of the virtual mouse and the roulette identifier, the player can be prompted to call out the roulette panel (i.e., the second prop panel) by pressing the mouse middle key. In this embodiment, the roulette identifier can also display the layout of the roulette panel and the number of virtual props that can be accommodated. For example, the roulette identifier in the operation prompt information 23 includes four diamond grid positions, which means that the roulette panel can accommodate four game props.

[0170] When the fourth trigger operation is not ended, that is, the first prop panel is in the switching state, based on the graphical user interface 312, in response to the second trigger operation (which can be a pressing operation on the mouse middle key), the graphical user interface 312 can be switched to display the graphical user interface 304. In the graphical user interface 304, the first prop panel 17 is hidden and the second prop panel 20 is displayed, which is a roulette panel in an uncontrolled state.

[0171] Based on the graphical user interface 304, in response to the third trigger operation, the pointer identifier in the second prop panel 20 is controlled to rotate to determine the second game prop among the game props displayed in the second prop panel 20. For example, in response to the third trigger operation, the pointer identifier is controlled to rotate and align with the game prop 3, that is, the graphical user interface 304 is switched to display the graphical user interface 305. In the graphical user interface 305, the game prop 3 can be determined as the second game prop.

[0172] Optionally, based on the graphical user interface 305, in response to the end of the third trigger operation (the game prop 3 is used) but keeping the fourth trigger operation, the graphical user interface 305 can be switched to display the graphical user interface 312, that is, the second prop panel 19 is hidden, and the first prop panel 17 in the switchable state is displayed again. In the graphical user interface 305, the grid position for displaying the game prop 3 in the second prop panel 19 is displayed in a gray filled state, indicating that the game prop 3 is used.

[0173] Next, combined with Figure 13 another game control method provided by the embodiments of the present application is introduced. It can be understood that Figure 13 the described game control method is a specific example of the above Figure 5 described game control method. Figure 13The "prop list panel" shown is an example of the first prop panel introduced above, Figure 13 The "game prop 1" shown is an example of the first game prop, Figure 13 The trigger operation for "key 1" shown is an example of the fourth trigger operation introduced above, Figure 13 The trigger operation for "key 2" shown is an example of the second trigger operation introduced above, Figure 13 The "prop wheel panel" shown is an example of the second prop wheel introduced above, Figure 13 The "control operation for the pointer mark in the prop wheel panel" shown is an example of the third trigger operation introduced above. It should be noted that "key 1" and "key 2" can be physical keys of an external device in communication connection with the terminal device, or virtual keys displayed in the graphical user interface.

[0174] In subsequent steps, an external device in communication connection with the terminal device, i.e., a keyboard and mouse device, is taken as an example for description.

[0175] It should be understood that, Figure 13 The examples are only to help those skilled in the art to understand the embodiments of the present application, and are not intended to limit the embodiments of the present application to the specific values or specific scenarios shown. Those skilled in the art can obviously make various equivalent modifications or changes according to the examples given below Figure 13 The examples are only to help those skilled in the art to understand the embodiments of the present application, and are not intended to limit the embodiments of the present application to the specific values or specific scenarios shown. Those skilled in the art can obviously make various equivalent modifications or changes according to the examples given below

[0176] Step S01: Display the prop list panel through the graphical user interface, and display the game prop 1 at a specified position of the prop list panel, wherein the game prop displayed at the specified position is configured to be used by monitoring the click operation acting on the specified position.

[0177] The prop list panel refers to a UI panel displaying game props in a list style. In the present embodiment, the specified position in the prop list panel can be a position where one game prop is always displayed. In this way, the prop list panel occupies less space in the graphical user interface, and the game visual experience of the player is better. Of course, it can also be multiple specified positions, which are not specifically limited in the present embodiment. Subsequently, the specified position is taken as an example of the position where one game prop is displayed.

[0178] It is assumed that the game prop displayed at the specified position is game prop 1, which means that game prop 1 is the game prop always displayed. Generally, the game prop 1 displayed at the specified position is a game prop with high frequency of use by the player, in other words, the game prop 1 displayed at the specified position is a game prop frequently used by the player.

[0179] The player can use the game prop 1 displayed at the specified position by a click operation, so that corresponding game effects can be realized in the game according to the attribute of the game prop 1.

[0180] Optionally, a virtual character controlled by the player can also be displayed in the above-mentioned graphical user interface. As shown in Figure 14 The embodiments of the present application are described by taking a third-person game as an example. Therefore, in the graphical user interface 300 shown in Figure 14 The virtual character 10 and the prop list panel 17 are displayed in the graphical user interface 300 shown in the figure. Only the game prop 1 is always displayed in the prop list panel 17.

[0181] Step S02: In response to the triggering operation on the key 1, the prop list panel is controlled to enter a switching state, and the switchable game prop 0, game prop 2 and game prop 3 are displayed in the associated area at the specified position of the prop list panel; wherein the switching state is used to represent that the game prop 1 displayed at the specified position can be switched to any one of the game prop 0, game prop 2 or game prop 3.

[0182] Suppose the key 1 is the "Alt" key on the keyboard device, when the player presses the "Alt" key, the Figure 14 The prop list panel 17 displayed in the graphical user interface 400 shown in the figure enters the switching state, and the switchable game prop 0, game prop 2 and game prop 3 are displayed near the specified position of the prop list panel 17, obtaining the graphical user interface 312. As shown in the graphical user interface 300 and the graphical user interface 312, the position is represented as the specified position in a highlighted manner with a thickened border.

[0183] Step S03: When the prop list panel is in the switching state, display operation prompt information at the associated position of the prop list panel, and the operation prompt information includes a triggering operation on the key 2 and a wheel icon.

[0184] When the prop list panel enters the switching state, in addition to displaying the switchable game prop 0, game prop 1 and game prop 3, the operation prompt information is also displayed at the associated position of the prop list panel in the graphical user interface.

[0185] The wheel icon is used to represent that the prop wheel panel corresponding to the wheel icon can be called in response to the triggering operation on the key 2. The prop wheel panel refers to a UI panel displaying game props in a wheel style. The wheel icon can also be used to represent the layout of the prop wheel panel and the number of game props that can be accommodated in the prop wheel panel.

[0186] Suppose the key 2 is the "middle key" of the mouse device, the operation prompt information includes the prompt information for triggering the mouse middle key, and the wheel icon,

[0187] In Figure 14 the graphical user interface 312 shown, in addition to displaying the switchable game items 0, game item 2, and game item 3 near the designated position on the item list panel 17, operation prompt information 23 is also displayed above the item list panel 17. In the operation prompt information 23, a virtual mouse 24 corresponding to the physical mouse and a roulette identifier 25 are displayed, and the position of the middle button of the virtual mouse 24 is highlighted. In the roulette identifier 25, the layout of placing game items in the item roulette panel corresponding to the roulette identifier and the number of game items that can be accommodated are displayed to prompt the player that the item roulette panel corresponding to the roulette identifier can be called by triggering the middle button of the physical mouse. For example, in the graphical user interface 312, the grid positions for placing items in the item roulette panel are represented by diamond-shaped squares, and the number of diamond-shaped squares is the number of game items that can be accommodated.

[0188] Step S04: When maintaining the trigger operation for button 1 to keep the item list panel in a switching state, in response to the trigger operation for button 2, display the item roulette panel in the graphical user interface and hide the item list panel; a pointer identifier is displayed at the center position of the item roulette panel, and the switchable game items 0, game item 1, game item 2, and game item 3 are displayed at the edge position of the item roulette panel.

[0189] In this embodiment, when maintaining the pressing of the "Alt" button to make the item list panel enter the switching state and then continuing to press the middle button of the mouse, as Figure 14 shown, the graphical user interface 312 can be switched to display the graphical user interface 304. In the graphical user interface 304, the item roulette panel 19 corresponding to the roulette identifier 25 is displayed, and the item list panel 17 is hidden.

[0190] A pointer identifier that is not in a controlled state is displayed at the center position of the item roulette panel 19, and the switchable game items 0, game item 1, game item 2, and game item 3 originally displayed in the item list panel 17 are displayed in each grid position of the item roulette panel 19.

[0191] Step S05: When maintaining the trigger operation for button 1 and the trigger operation for button 2, in response to the control operation for the pointer identifier in the item roulette panel, control the pointer identifier in the item roulette panel to rotate.

[0192] In this embodiment, the control operation for the pointer identifier is a sliding operation for the mouse. Then, when keeping the middle button of the mouse pressed, sliding the mouse can control the pointer identifier to rotate. Specifically, the rotation angle for the pointer identifier to rotate can be determined by the starting and ending positions of the mouse slide, and the pointer identifier is rotated according to this rotation angle.

[0193] In an alternative embodiment, when the external device of the terminal device is a game controller, the pointer identifier on the prop wheel panel can be rotated by sliding the rocker button of the game controller. Specifically, the rotation angle by which the pointer identifier is to be rotated can be determined based on the starting and ending positions of the sliding of the rocker button, and the pointer identifier can be controlled to rotate according to this rotation angle.

[0194] Step S06: If the pointer identifier aligns with game prop 3 when the control operation ends, determine game prop 3 as the game prop to be used.

[0195] As Figure 14 shown, based on the graphical user interface 304, in response to a control operation on the pointer identifier of the prop wheel panel 19, the pointer identifier in the uncontrolled state can be adjusted to a pointer identifier in the controlled state, obtaining the graphical user interface 305, and in the prop wheel panel 19 displayed in the graphical user interface 305, the pointer identifier aligns with game prop 3. At this time, if the player stops the control operation on the pointer identifier, that is, stops sliding the mouse or sliding the rocker of the game controller, game prop 3 can be determined as the game prop to be used. In the prop wheel panel 19 displayed in the graphical user interface 305, the position where game prop 3 is located is filled with gray, indicating that game prop 3 is selected.

[0196] Step S07: In response to the end of the triggering operation on button 2, use game prop 3 and hide the prop wheel panel in the graphical user interface, and display the prop list panel including game prop 1.

[0197] In this embodiment, when the player releases the middle mouse button, that is, when the player lifts the finger pressing the middle mouse button, it indicates the end of the triggering operation on button 2.

[0198] As Figure 14 shown, based on the graphical user interface 305, if the player releases the middle mouse button at this time and uses game prop 3, the graphical user interface 305 can be switched to display the graphical user interface 306. Assuming that game prop 3 has the property of stopping movement, in the graphical user interface 306, the prop wheel panel 19 is hidden and the prop list panel 17 including game prop 1 is displayed, and at the same time, the virtual character 10 stops moving.

[0199] Optionally, in some embodiments, the game control method provided in this application may further include the following step S08.

[0200] Step S08: When the prop wheel panel is displayed, in response to the end of the triggering operation on button 1, hide the prop wheel panel and display the prop list panel.

[0201] Optionally, in some other embodiments, after the above step S03, the following steps S09 and S11 may also be performed.

[0202] Step S09: When keeping the prop list panel in the switching state in response to the triggering operation on Button 1, in response to the triggering operation on Button 3, switch the game prop 1 displayed at the specified position in the prop list panel to game prop 0, game prop 2, or game prop 3.

[0203] In this embodiment, the triggering operation on Button 3 is an example of the above switching operation. Button 3 can be the left mouse button or the right mouse button. The triggering operation on Button 3 may include the pressing operation on the right mouse button or the left mouse button.

[0204] Step S10: In response to the end of the triggering operation on Button 1, control the prop list panel to exit the switching state.

[0205] Step S11: After controlling the prop list panel to exit the switching state, if game prop 0 is displayed at the specified position, in response to the click operation on game prop 0 displayed at the specified position, use game prop 0.

[0206] For steps S09 to S11, reference can be made to Figure 10 , and for the content not described in detail here, reference can be made to the relevant descriptions above.

[0207] It should be noted that Figures 1 to 3 、 Figures 6 to 14 The dotted lines in are imaginary lines for the convenience of understanding, and these dotted lines may not exist on the graphical user interface displayed by the terminal device.

[0208] It can be understood that the information such as the size, appearance, layout, display copywriting, etc. of the elements in the schematic diagrams similar to those shown in Figures 1 to 3 、 Figures 6 to 14 are all exemplary and do not limit the actual graphical user interface.

[0209] [[ID=3〗4〗So far, the method provided in this embodiment has been described. In the game control method provided in this application, when using the second game prop in the case where the first game prop is displayed at the specified position in the first prop panel, the first game prop displayed at the specified position is not replaced with the second game prop; that is, in the case of hiding the second prop panel after using the second game prop, the first triggering operation can be quickly applied to the first game prop in the first prop panel to continue using the first game prop, without the need to perform the prop switching operation of switching the second game prop back to the first game prop in the related art again, reducing the frequency of the player performing the prop switching operation and improving the efficiency of the player switching props in the game.

[0210] In addition, in the embodiment, the game prop switching function requires fewer keys to be occupied, and the player does not need to accurately remember the correspondence between the game props that can be switched and the digital keys of the external device in the related art, thereby reducing the memory burden of the player. In addition, the specified position of the first prop panel displayed in the graphical user interface can display only a small amount of first game props (such as only one commonly used prop), and when the game prop needs to be switched, the first prop panel is expanded, and the remaining game props that can be switched are displayed in the expanded first prop panel. In this way, the space of the graphical user interface can be saved, and the visual experience of the player can be improved.

[0211] Corresponding to the game control method provided in the embodiments of the present application, the embodiments of the present application also provide a game control device 2000, as shown in the following table. Figure 15 The device 2000 includes a display unit 2001 and a determination unit 2002.

[0212] The display unit 2001 is configured to display a first prop panel through the graphical user interface, and a specified position of the first prop panel displays a first game prop. The game prop displayed in the specified position is configured to be used by monitoring a first trigger operation.

[0213] The display unit 2001 is further configured to display a second prop panel in the graphical user interface in response to a second trigger operation. The game props displayed in the second prop panel are determined from game props currently owned by the controlled virtual character.

[0214] The determination unit 2002 is configured to determine a second game prop from the second prop panel in response to a third trigger operation on the game prop in the second prop panel.

[0215] The display unit 2001 is further configured to hide the second prop panel in the graphical user interface in response to the second game prop being used, and continue to monitor the first trigger operation to determine whether to use the first game prop.

[0216] Optionally, the display unit is further configured to switch the first game prop displayed in the specified position of the first prop panel to a third game prop in response to a switching operation.

[0217] The device 4000 further includes a use unit 4003.

[0218] The use unit 4003 is configured to use the third game prop displayed in the specified position in response to the first trigger operation.

[0219] Optionally, the display unit is specifically configured to control the first prop panel to enter a switching state in response to a fourth trigger operation, the switching state being used to represent that the first game prop displayed at the specified position can be switched to another game prop; and in response to a switching operation when the first prop panel is in the switching state, the first game prop displayed at the specified position is switched to a third game prop according to the switching operation.

[0220] Optionally, the using unit 4003 is specifically configured to control the first prop panel to exit the switching state in response to an end of the fourth trigger operation; and in response to a first trigger operation, use the third game prop displayed at the specified position.

[0221] Optionally, when the first prop panel enters the switching state, the display unit 4001 is further configured to display switchable other game props in an associated area of the specified position of the first prop panel.

[0222] The display unit 4001 is specifically configured to determine a third game prop from the other game props according to the switching operation and move the first game prop out of the specified position and move the third game prop to the specified position for display in response to the switching operation.

[0223] Optionally, the display unit 4001 is specifically further configured to display a second prop panel in the graphical user interface in response to a second trigger operation while the fourth trigger operation is maintained.

[0224] Optionally, the display unit 4001 is further configured to display operation prompt information in the graphical user interface in response to the fourth trigger operation, the operation prompt information being used to prompt the second trigger operation.

[0225] Optionally, the display unit 4001 is further configured to hide the first prop panel in the graphical user interface when the second prop panel is displayed in the graphical user interface.

[0226] Optionally, the display unit 4001 is further configured to display the first prop panel containing the first game prop in the graphical user interface when the second prop panel is hidden in the graphical user interface.

[0227] Optionally, the display unit 4001 is further configured to display the first prop panel as a list panel and display the second prop panel as a wheel panel.

[0228] Optionally, the display unit 4001 is further configured to display the first game prop in the displayed second prop panel.

[0229] Optionally, the determining unit 4002 is specifically configured to determine, in response to the selection operation, a game prop selected in the game props currently possessed by the controlled virtual character as the game prop displayed in the second prop panel; or determine a game prop satisfying a preset screening condition in the game props currently possessed by the controlled virtual character as the game prop displayed in the second prop panel; the preset screening condition includes any one of the following: a usage frequency exceeding a preset frequency; being bound to a target game event to be executed; being used to restore the life value of the controlled virtual character.

[0230] Corresponding to the game control method provided in the embodiments of the present application, the embodiments of the present application further provide an electronic device 3000 for implementing the game control method, as shown in Figure 16 The electronic device 3000 includes a processor 3001 and a memory 3002 for storing the program of the game control method. After the device is powered on and the processor runs the program of the game control method, the terminal device provides a graphical user interface and performs the following steps:

[0231] The first prop panel is displayed through the graphical user interface, and the specified position of the first prop panel displays the first game prop. The game prop displayed in the specified position is configured to be used by monitoring the first trigger operation.

[0232] In response to the second trigger operation, the second prop panel is displayed in the graphical user interface, and the game prop displayed in the second prop panel is determined from the game props currently possessed by the controlled virtual character.

[0233] In response to the third trigger operation for the game prop in the second prop panel, the second game prop is determined from the second prop panel.

[0234] In response to the use of the second game prop, the second prop panel is hidden in the graphical user interface, and the first trigger operation is continuously monitored to determine whether the first game prop is used.

[0235] Corresponding to the game control method provided in the embodiments of the present application, the embodiments of the present application further provide a computer-readable storage medium storing a program of the game control method. The program is run by the processor, and a graphical user interface is provided by the terminal device and the following steps are performed:

[0236] The first prop panel is displayed through the graphical user interface, and the specified position of the first prop panel displays the first game prop. The game prop displayed in the specified position is configured to be used by monitoring the first trigger operation.

[0237] In response to a second trigger operation, a second prop panel is displayed in the graphical user interface, and game props displayed in the second prop panel are determined game props among game props currently owned by the controlled virtual character;

[0238] In response to a third trigger operation on a game prop in the second prop panel, a second game prop is determined from the second prop panel;

[0239] In response to the second game prop being used, the second prop panel is hidden in the graphical user interface, and the first trigger operation is continuously monitored to determine whether the first game prop is used.

[0240] It should be noted that the detailed description of the apparatus, electronic device and computer readable storage medium provided in the embodiments of the present application can refer to the related description of the game control method provided in the embodiments of the present application, which will not be repeated here.

[0241] Although the above is disclosed in the preferred embodiments of the present application, it is not intended to limit the present application, and any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the protection scope of the present application should be limited by the scope defined in the claims of the present application.

[0242] In a typical configuration, the electronic device includes one or more processors (CPU), input / output interface, network interface and memory.

[0243] The memory can include non-persistent memory in computer readable medium, random access memory (RAM) and / or non-volatile memory such as read-only memory (ROM) or flash memory (flash RAM). The memory is an example of computer readable medium.

[0244] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media can be implemented by any method or technology to store information. Information can be computer-readable operations, data structures, program modules 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, compact disc read-only memory (CD-ROM), digital versatile disc (DVD), or other optical storage, magnetic cassette, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information that can be accessed by a computing device. According to the definition herein, computer-readable media does not include transitory media, such as modulated data signals and carriers.

[0245] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as a method, system or computer program product. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware aspects. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0246] Although the present application is disclosed with reference to the preferred embodiments above, it is not intended to limit the present application, and any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application should be defined by the scope defined by the claims of the present application.

Claims

1. A game control method characterized by comprising: A graphical user interface is provided by a terminal device, and the method comprises: displaying a first prop panel in the graphical user interface, a first game prop being displayed at a specified position of the first prop panel, wherein the game prop displayed at the specified position is configured to be used by monitoring a first trigger operation; in response to a second trigger operation, displaying a second prop panel in the graphical user interface, the game prop displayed in the second prop panel being determined from game props currently possessed by a controlled virtual character; in response to a third trigger operation for a game prop in the second prop panel, determining a second game prop from the second prop panel; in response to the second game prop being used, hiding the second prop panel in the graphical user interface, and continuing to monitor the first trigger operation to determine whether to use the first game prop.

2. The method of claim 1, wherein, The method further comprises: in response to a switching operation, switching the first game prop displayed at the specified position in the first prop panel to a third game prop according to the switching operation; in response to a first trigger operation, using the third game prop displayed at the specified position.

3. The method of claim 2, wherein, In response to a switching operation, switching the first game prop displayed at the specified position in the first prop panel to a third game prop according to the switching operation, comprising: in response to a fourth trigger operation, controlling the first prop panel to enter a switching state, the switching state being used to represent that the first game prop displayed at the specified position can be switched to other game props; when the first prop panel is in the switching state, in response to a switching operation, switching the first game prop displayed at the specified position to a third game prop according to the switching operation.

4. The method of claim 3, wherein, The response to a first trigger operation, using the third game prop displayed at the specified position, comprises: in response to the end of the fourth trigger operation, controlling the first prop panel to exit the switching state; in response to a first trigger operation, using the third game prop displayed at the specified position.

5. The method of claim 3, wherein, When controlling the first prop panel to enter the switching state, the method further comprises: displaying switchable other game props in an associated area of the specified position of the first prop panel; in response to a switching operation, switching the first game prop displayed at the specified position to a third game prop according to the switching operation, comprising: in response to a switching operation, determining a third game prop from the other game props according to the switching operation, and moving the first game prop out of the specified position and moving the third game prop to the specified position for display.

6. The method of claim 3, wherein, The response to a second trigger operation, displaying a second prop panel in the graphical user interface, comprises: in response to a second trigger operation, displaying a second prop panel in the graphical user interface while maintaining the fourth trigger operation.

7. The method of claim 6, wherein, The method further comprises: in response to the fourth trigger operation, displaying operation prompt information in the graphical user interface, the operation prompt information being used to prompt the second trigger operation.

8. The method of claim 1, wherein, When displaying a second prop panel in the graphical user interface, the method further comprises: The first prop panel is hidden in the graphical user interface.

9. The method of claim 8, wherein, The method further comprises: The first prop panel containing the first game prop is displayed in the graphical user interface.

10. The method of claim 1, wherein, The first prop panel is a list panel, and the second prop panel is a wheel panel.

11. The method of claim 1, wherein, The first game prop is also included in the second prop panel.

12. The method of claim 1, wherein, The game prop displayed in the second prop panel is determined from the game props currently possessed by the controlled virtual character in any of the following ways: In response to a selection operation, the game prop selected by the selection operation from the game props currently possessed by the controlled virtual character is determined as the game prop displayed in the second prop panel. The game prop in the game props currently possessed by the controlled virtual character that meets a preset filtering condition is determined as the game prop displayed in the second prop panel. The preset filtering condition includes any of the following: a usage frequency exceeding a preset frequency; and being bound to a target game event to be executed. The life value of the controlled virtual character is restored.

13. A game control device, characterized by comprising: A graphical user interface is provided by a terminal device, and the apparatus comprises a display unit and a determination unit. The display unit displays a first prop panel through the graphical user interface, and a first game prop is displayed at a specified position of the first prop panel, wherein the game prop displayed at the specified position is configured to be used by monitoring a first trigger operation. The display unit also displays a second prop panel in the graphical user interface in response to a second trigger operation, and the game props displayed in the second prop panel are determined from the game props currently possessed by a controlled virtual character. The determination unit determines a second game prop from the second prop panel in response to a third trigger operation for the game prop in the second prop panel. The display unit also hides the second prop panel in the graphical user interface in response to the second game prop being used, and continues to monitor the first trigger operation to determine whether the first game prop is used.

14. An electronic device, comprising: Comprise: a processor; and a memory for storing a data processing program, after the electronic device is powered on and the program is run by the processor, the method as claimed in any one of claims 1-12 is executed.

15. A computer-readable storage medium, characterized in that, A data processing program is stored, and the program is run by a processor to execute the method as claimed in any one of claims 1-12.