WO2024093131A1 - 一种游戏中虚拟道具的控制方法、控制装置、设备和介质 - Google Patents

一种游戏中虚拟道具的控制方法、控制装置、设备和介质 Download PDF

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Publication number
WO2024093131A1
WO2024093131A1 PCT/CN2023/086531 CN2023086531W WO2024093131A1 WO 2024093131 A1 WO2024093131 A1 WO 2024093131A1 CN 2023086531 W CN2023086531 W CN 2023086531W WO 2024093131 A1 WO2024093131 A1 WO 2024093131A1
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WO
WIPO (PCT)
Prior art keywords
virtual
prop
item
props
identifiers
Prior art date
Application number
PCT/CN2023/086531
Other languages
English (en)
French (fr)
Inventor
陈杰
陈婉蓉
Original Assignee
网易(杭州)网络有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication of WO2024093131A1 publication Critical patent/WO2024093131A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Definitions

  • the present disclosure relates to the field of game technology, and in particular to a control method, a control device, a device and a medium for virtual props in a game.
  • Shooting game is a type of game.
  • Shooting game employees have obvious action game characteristics, for example, action game characteristics include aiming action.
  • action game characteristics include aiming action.
  • the game props used in shooting games are generally divided into two parts. For example, gun props need corresponding bullets. Only after the bullets are loaded into the corresponding gun props, the gun props loaded with bullets can perform shooting actions during the battle.
  • each type of firearms prop can be used to load multiple types of bullets, and the quality of each bullet is different.
  • the order of loading bullets into firearms is determined by the staff according to the quality of the bullets, and the loading order is relatively fixed.
  • the purpose of the present disclosure is to provide a control method, control device, equipment and medium for virtual props in the game, which is used to solve the problem that the gameplay of shooting games in related technologies is relatively single, and while improving the player's gaming experience, it reduces the operating cost and running time of the game in the terminal device, thereby reducing the processing burden of the terminal device and saving power of the terminal device.
  • an embodiment of the present disclosure provides a method for controlling a virtual prop in a game, which is applied to a terminal device, wherein the terminal device provides a graphical user interface, wherein the graphical user interface includes a first virtual prop, and the control method includes:
  • a plurality of second virtual prop identifiers are displayed; the second virtual props represented by the second virtual prop identifiers are used in combination with the first virtual props; the second virtual props represented by different second virtual prop identifiers are configured with different prop parameters;
  • the sequence of the plurality of second virtual props identifiers is adjusted, and according to the adjusted sequence of the plurality of second virtual props identifiers, the loading sequence of the second virtual props respectively corresponding to the plurality of second virtual props identifiers when loading the first virtual props;
  • a target second virtual item for loading the first virtual item is determined according to the loading sequence, and the target second virtual item is controlled to be loaded into the first virtual item.
  • an embodiment of the present disclosure provides a control device for a virtual prop in a game, which is applied to a terminal device, wherein the terminal device provides a graphical user interface, wherein the graphical user interface includes a first virtual prop, and the control device includes:
  • a display module for displaying a plurality of second virtual prop identifiers in response to a touch operation on a function control; the second virtual props represented by the second virtual prop identifiers are used in combination with the first virtual props; and the second virtual props represented by different second virtual prop identifiers are configured with different prop parameters;
  • a sorting module configured to adjust the sorting of the plurality of second virtual props identifiers in response to the sequence adjustment operation for the plurality of second virtual props identifiers, and determine the loading order of the second virtual props respectively corresponding to the plurality of second virtual props identifiers when loading the first virtual props according to the adjusted sorting of the plurality of second virtual props identifiers;
  • the loading module is used to determine a target second virtual item for loading the first virtual item according to the loading sequence, and control the loading of the target second virtual item into the first virtual item.
  • an embodiment of the present disclosure provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above method when executing the computer program.
  • an embodiment of the present disclosure provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above method are executed.
  • a plurality of second virtual prop identifiers are displayed; the second virtual props represented by the second virtual prop identifiers are used in combination with the first virtual props; the second virtual props represented by different second virtual prop identifiers are configured with different prop parameters; secondly, in response to an order adjustment operation on the plurality of second virtual prop identifiers, the sorting of the plurality of second virtual prop identifiers is adjusted, and according to the adjusted sorting of the plurality of second virtual prop identifiers, the loading sorting of the second virtual props respectively corresponding to the plurality of second virtual prop identifiers when loading the first virtual props is determined; finally, the target second virtual prop for loading the first virtual prop is determined according to the loading sorting, and the target second virtual prop is controlled to be loaded into the first virtual prop.
  • players can adjust the loading order of the second virtual props loaded into the first virtual props, so that when the player uses the first virtual props loaded with the second virtual props, the player can launch the corresponding second virtual props according to the loading order. That is, the player can launch the corresponding second virtual props according to his own game strategy, which improves the richness of the game play, thereby improving the player's gaming experience while reducing the operating cost and running time of the game in the terminal device, reducing the processing burden of the terminal device, and saving the power of the terminal device.
  • FIG1 is a schematic flow chart of a method for controlling virtual props in a game provided by one embodiment of the present disclosure
  • FIG2 is a schematic diagram of a first graphical user interface provided by one embodiment of the present disclosure.
  • FIG3 is a schematic diagram of a second graphical user interface provided by one embodiment of the present disclosure.
  • FIG4 is a schematic diagram of a third graphical user interface provided by one of the embodiments of the present disclosure.
  • FIG5 is a schematic diagram of the structure of a control device for virtual props in a game provided by one embodiment of the present disclosure
  • FIG6 is a schematic diagram of the structure of a computer device provided in accordance with one of the embodiments of the present disclosure.
  • the control method of the virtual props in the game in the embodiment of the present disclosure can be run on a terminal device or a game server.
  • the terminal device can be a local terminal device.
  • the control method of the virtual props in the game is run on a game server, it can be a cloud game.
  • cloud gaming refers to a gaming method based on cloud computing.
  • the operating body of the game program and the main body of the game screen presentation are separated, and the storage of the control method of the virtual props in the game is
  • the operation is completed on the cloud game server, and the terminal device is used to receive and send data and present the game screen.
  • the terminal device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, game console, etc.; but the terminal device for game data processing is the cloud game server in the cloud.
  • the target player operates the terminal device to send operation instructions to the cloud game server.
  • the cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the terminal device through the network.
  • the terminal device decodes and outputs the game screen.
  • the terminal device may be a local terminal device.
  • the local terminal device stores a game program and is used to present a game screen.
  • the local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by a conventional electronic device.
  • the local terminal device may provide the graphical user interface to the target player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or provided to the player through a holographic projection.
  • the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a portion of a game scene, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
  • the game of the present disclosure includes a game scene and a target virtual character controlled by a player in the game scene, and the target virtual character is a game character controlled by the player through a target terminal device.
  • the terminal device or cloud game can respond to the control of the game character, so that the game character performs virtual actions in the game scene, such as moving in the game scene, or releasing skills, etc.
  • the game scene may include any one or more of the following game elements: landforms, rocks, flowers, rivers, buildings, virtual objects, game props, etc.
  • a virtual camera is provided in the game scene, and the game screen displayed on the graphical user interface is part of the game scene content captured by the virtual camera.
  • the virtual camera in a first-person game, can be set at the head (such as the eye position) of the target game character controlled by the player, and the virtual camera moves with the movement of the game character, and the direction of the virtual camera rotates with the rotation of the game character, so that the game screen presented on the graphical user interface is a part of the game scene within a preset range in front of the target game character.
  • the virtual camera in a third-person game, can be set directly above or above the target game character controlled by the player, so that the game screen presented on the graphical user interface is a part of the game scene including the game character. If the target game character's account is logged in on the terminal device or cloud game, the target game character is controlled by the terminal device or cloud game.
  • a virtual object refers to a dynamic object that can be controlled in a game scene.
  • the dynamic object can be a virtual character, a virtual animal, an anime character, etc.
  • the target game character is a character controlled by the player through the target terminal device, or an artificial intelligence (AI) set in a virtual environment through training, or a non-player character (NPC) set in a game scene.
  • AI artificial intelligence
  • NPC non-player character
  • the target game character is a virtual character competing in a game scene.
  • each virtual prop used for shooting can be loaded with multiple types of ammunition, the quality of each type of ammunition is different, the virtual prop used for shooting can only fire one type of ammunition at a time, and the capacity of the container for storing ammunition of the virtual prop is limited.
  • the system will control the ammunition to complete the ammunition loading of the virtual prop according to the loading sequence designed by the developer, but this loading sequence may not be consistent with the player's current game strategy, giving the player a bad gaming experience.
  • the embodiment of the present disclosure provides a method for controlling virtual props in a game, as shown in FIG1 , comprising the following steps:
  • the function control is used to control the display of the control corresponding to the second prop identifier of the second virtual prop used in combination with the first virtual prop.
  • the function control can be a prop control representing the first virtual prop, or an equipment package control (used to represent the equipment package of the target virtual character, the equipment package stores the virtual props owned by the target virtual character, and the virtual props here are
  • the first virtual prop may include a first virtual prop and a second virtual prop), or other controls.
  • the first virtual prop may be a prop used to perform an attack action after loading the second virtual prop.
  • the prop after the first virtual prop and the second virtual prop are combined can achieve a long-distance attack, wherein the first virtual prop is used to provide power to the second virtual prop so that the second virtual prop can be shot at a longer distance, and the second virtual prop is used to cause damage to the attack object.
  • the first virtual prop may be a firearm, a magazine (a magazine is a prop that can be used in combination with the first virtual prop), a turret, a bow and other virtual props
  • the second virtual prop may be a bullet matching the firearm, a bullet matching the magazine, a magazine matching the firearm, a shell matching the turret, an arrow matching the bow, etc.
  • the touch operation may be an operation of touching the first virtual prop, and the touch operation may be a click operation, a double-click operation, a long press operation, a slide operation, etc.
  • the second virtual props represented by different second virtual prop identifiers are configured with different prop parameters, and the prop parameters include any one or more of the following parameters: prop category, assembly capacity, reloading speed, loading order of the second virtual props, quality information of the second virtual props, the number of second virtual props, etc., and the specific detailed information can be determined according to the specific second virtual props.
  • the quality of the second virtual props of different prop categories (for example, the quality can be the degree of damage, the range of damage, etc.) is different.
  • the first virtual prop displayed in the graphical user interface can be displayed in the information display area, or it can be the first virtual prop that the target virtual character is using during the game battle.
  • the information display area is used to display the basic information of the first virtual prop and the second virtual prop identifier of the second virtual prop that matches the first virtual prop.
  • the basic information may include any one or more of the following information: range, shooting rate, accuracy, controllability, headshot damage, armor penetration, additional damage, penetration, gun movement speed, etc.
  • the second virtual prop is used to combine with the first virtual prop, that is, the second virtual prop is loaded into the first virtual prop for combination, and the combined first virtual prop and second virtual prop can be used by the virtual character to perform attack actions.
  • a plurality of second virtual prop identifiers representing second virtual props that can be used to combine with the first virtual prop will be displayed in the graphical user interface.
  • the sequence adjustment operation is used to adjust the sequence of multiple second virtual props displayed in the information display area.
  • the first virtual prop can be loaded with multiple second virtual props, or only one second virtual prop.
  • the loading sequence is the order in which the first virtual prop is loaded with the second virtual prop.
  • the player can perform a sequence adjustment operation on the displayed multiple second virtual prop identifiers to reorder the multiple second virtual prop identifiers, and then determine the loading sequence of the second virtual props for the first virtual prop based on the sequence corresponding to the re-adjusted second virtual prop identifiers.
  • the loading capacity of the first virtual prop may be relatively large, and multiple second virtual props can be loaded.
  • the first virtual prop shoots out the second virtual props in sequence during use.
  • the player may also have multiple second virtual props combined with the first virtual prop.
  • the quality of each second virtual prop is different. According to the second virtual props of different qualities, the player can control the target virtual character to execute the corresponding attack strategy. Therefore, when loading the second virtual prop, the first virtual prop is loaded with the second virtual prop according to the loading sequence of the second virtual prop adjusted by the player in the above step S102.
  • the target second virtual prop that can be used to load the first virtual prop can be determined according to the loading sequence and the loading capacity of the first virtual prop, and the target second virtual prop is loaded into the first virtual prop.
  • the first virtual prop can fire the loaded second virtual prop according to the loading sequence.
  • the loading order of the second virtual prop can be adaptively adjusted through the player's own game strategy, so that when the player controls the target virtual character to use the first virtual prop, the player can execute the attack action according to his own game strategy, thereby improving the richness of the game play. While improving the player's gaming experience, it reduces the operating cost and running time of the game in the terminal device, reduces the processing burden of the terminal device, and saves power of the terminal device.
  • the player can adjust the loading order of the second virtual props loaded into the first virtual props by himself, so that when the player uses the first virtual props loaded with the second virtual props, the player can launch the corresponding second virtual props according to the loading order, that is, the player can launch the corresponding second virtual props according to his own game strategy, which improves the richness of the game play, thereby improving the player's game experience while reducing the operation cost and running time of the game in the terminal device, reducing the processing burden of the terminal device, and saving the power of the terminal device.
  • step S101 includes:
  • Step 1015 in response to the touch operation on the function control, the plurality of second virtual props identifiers are displayed in groups; the grouping of the plurality of second virtual props identifiers is determined based on the first virtual props with which the second virtual props can be combined.
  • step 1015 when displaying the second virtual prop identifiers, the plurality of second virtual props are grouped according to the first virtual props that can be combined with them, and then the second virtual prop identifiers are displayed in the graphical user interface according to the second virtual prop groups.
  • the first bullet mark of the 7.62 mm bullet that can be combined with the rifle and the second bullet mark of the 5.56 mm bullet are grouped together and displayed in the graphical user interface
  • the first shell mark of the 15 cm shell that can be combined with the turret, the second shell mark of the 18 cm shell, and the third shell mark of the 13 cm shell that can be combined with the turret are grouped together and displayed in the graphical user interface.
  • step S101 can set the adjustment of the loading order of the second virtual props before the game starts, that is, step S101, including:
  • Step 1011 in response to a first touch operation on the function control in the main game interface displayed by the graphical user interface, a plurality of second virtual prop identifiers are displayed in the domain.
  • the first touch operation is an operation on the first virtual prop displayed in the main interface of the game, and the first touch operation can be any one of the following operations: click operation, double-click operation, long press operation, sliding operation, etc.
  • the game preparation interface is an interface displayed in the graphical user interface before the game starts, and the function control can be directly displayed in the game preparation interface.
  • the function control can be the first virtual prop that the target virtual character controlled by the player may use during the game. In this way, the player directly performs the first touch operation on the first virtual prop, and the information display area of the first virtual prop is displayed in the graphical user interface, and multiple second virtual props are displayed in the information display area; the function control is also an equipment package.
  • the target virtual character may have multiple first virtual props.
  • the first virtual prop display area can be displayed in the game preparation interface by responding to the expansion touch operation for the expansion control, and multiple second virtual props logos can be displayed in the graphical user interface by the first touch operation acting on the first virtual prop in the first virtual prop display area.
  • the loading order of each first virtual prop loading the second virtual prop is determined before the game starts, so that there is no need to re-determine the loading order during the game, reducing the problem of insufficient time to adjust the loading order in an emergency, thereby improving the game experience of the player while reducing the operation cost and running time of the game in the terminal device, reducing the processing burden of the terminal device, and saving the power of the terminal device.
  • step S101 includes:
  • Step 1012 in response to a second touch operation on the first virtual item in the equipment column of the game battle interface displayed on the graphical user interface, a plurality of second virtual item identifiers are displayed.
  • the game battle interface refers to an interface in the graphical user interface during the game.
  • the equipment bar is used to display at least one first virtual prop commonly used by the target virtual character during the battle.
  • the second touch operation is an operation acting on the first virtual prop displayed in the equipment bar, and the second touch operation can be any one of the following operations: a click operation, a double-click operation, a long press operation, a slide operation, etc.
  • step S102 can be executed to timely adjust the loading order of the second virtual items, so that the loading order of the second virtual items can be adjusted at any time according to the game strategy, thereby improving the playability of the game.
  • the loading order of the corresponding second virtual props can also be adjusted, so that when the player takes out the first virtual prop from the equipment pack, the second virtual props have been loaded according to the loading order, that is, first open the equipment pack to determine the first virtual props that need to be adjusted in order.
  • the method disclosed in the present invention includes:
  • Step 1013 in response to a first operation on an equipment package in a game battle interface displayed on a graphical user interface, displaying an equipment list including the first virtual item;
  • Step S101 includes:
  • Step 1014 In response to a third touch operation on the first virtual prop, a plurality of second virtual prop identifiers are displayed in the information display area of the first virtual prop.
  • the equipment package is used to store the virtual props obtained by the target virtual character controlled by the player during the game, and the equipment package can store multiple first virtual props and multiple second virtual props.
  • the equipment package will be displayed in the form of controls in the game battle interface.
  • the first operation is an operation acting on the control corresponding to the equipment package, and the first operation can be any one of the following operations: click operation, double-click operation, sliding operation, etc.
  • the equipment list is used to display multiple virtual props in the equipment package.
  • the display area of the equipment list is relatively small, and the virtual props that are not displayed in the display area need to be displayed by sliding.
  • a display area for displaying an equipment list including a first virtual item is displayed in the graphical user interface.
  • the third touch operation is to operate on the first virtual prop displayed in the display area in the equipment list, and the third touch operation can be any one of the following operations: click operation, double-click operation, long press operation, slide operation, etc.
  • step S102 can be executed to timely adjust the loading order of the second virtual props, so that the loading order of the second virtual props can be adjusted at any time according to the game strategy, thereby improving the playability of the game.
  • the equipment package may include multiple first virtual props and multiple second virtual props.
  • Step 1016 in response to the fourth touch operation on the equipment package, multiple second virtual prop identifiers and corresponding first virtual prop identifiers in the equipment package are displayed in groups; wherein the first virtual prop identifier and at least one second virtual prop identifier of a second virtual prop that can be combined with the first virtual prop corresponding to the first virtual prop identifier are grouped together.
  • the fourth touch operation is an operation on the equipment package, and the fourth touch operation can be any one of the following operations: a click operation, a double-click operation, a long press operation, a sliding operation, etc.
  • each group including a first virtual prop identifier and a second virtual prop identifier of a second virtual prop that can be combined with the first virtual prop corresponding to the first virtual prop identifier, so that the user can adjust the loading order of the second virtual prop identifier based on step S102, thereby improving the playability of the game, thereby improving the player's gaming experience while reducing the operating cost and running time of the game in the terminal device, reducing the processing burden of the terminal device, and saving power of the terminal device.
  • the above-mentioned method of adjusting the loading order of the second virtual props can be executed more than once. After adjusting the loading order of the second virtual props at the game preparation node, the loading order of the second virtual props can be adjusted again during the game battle.
  • step S102 includes:
  • Step 1021 in response to a first drag operation on a target second virtual prop identifier among a plurality of second virtual prop identifiers, adjusting the order of the plurality of second virtual prop identifiers according to a first drag direction and a first drag distance of the first drag operation.
  • the first drag operation is an operation acting on a plurality of second virtual prop identifiers
  • the target second virtual prop identifier is the second virtual prop identifier touched by the first drag operation.
  • a target second virtual prop identifier among multiple second virtual prop identifiers is determined by touching the first drag operation, and then a target second virtual prop identifier is determined according to a first drag direction and a first drag distance of the target second virtual prop identifier of the first drag operation.
  • the positions of the second virtual props identifiers are determined, and the positions of the plurality of second virtual props identifiers are readjusted according to the position of the target second virtual props identifier, thereby determining the order of the plurality of second virtual props identifiers.
  • step S102 includes:
  • Step 1022 in response to the second operation on the sequence adjustment control, displaying a loading sequence adjustment area;
  • the loading sequence adjustment area includes a plurality of sequence adjustment controls corresponding to the second virtual item identifiers respectively;
  • Step 1023 in response to a second drag operation on a target sorting adjustment control among the plurality of sorting adjustment controls, adjusting the sorting of the sorting adjustment controls respectively corresponding to the plurality of second virtual item identifiers in the filling sorting adjustment area according to a second dragging direction and a second dragging distance of the second dragging operation;
  • Step 1024 update the order of the plurality of second virtual item identifiers according to the order of the order adjustment controls respectively corresponding to the plurality of second virtual item identifiers in the loading order adjustment area.
  • the order adjustment control is used to control the display of a filling order adjustment area in the graphical user interface when it is touched by the second operation.
  • the filling order adjustment area is used to display order adjustment controls corresponding to the plurality of second virtual props identifiers, respectively, and the order adjustment controls are used to adjust the order of the plurality of second virtual props identifiers displayed in the information display area.
  • the graphical user interface in FIG. 2 displays an information display area
  • the information display area displays multiple second virtual props identifiers and a sort adjustment control
  • the second virtual prop identifiers include second virtual prop identifiers a, second virtual prop identifiers b, second virtual prop identifiers c, second virtual prop identifiers d, second virtual prop identifiers e, and second virtual prop identifiers f)
  • a filling sort adjustment area is displayed in the graphical user interface (as shown in FIG. 3, the graphical user interface in FIG.
  • the display filling sort adjustment area includes a sort adjustment control corresponding to the second virtual prop identifier
  • the display area of the sort adjustment control corresponding to each second virtual prop identifier in the filling sort adjustment area is larger than the display area of each second virtual prop identifier in the information display area.
  • the second drag operation is an operation acting on a plurality of sort adjustment controls in the filling sort adjustment area
  • the target sort adjustment control is the sort adjustment control touched by the second drag operation.
  • a target sorting adjustment control is determined among multiple sorting adjustment controls through a second drag operation, and then the position of the target sorting adjustment control is determined according to a second drag direction and a second drag distance of the target sorting adjustment control by the second drag operation, and the positions of multiple sorting adjustment controls are readjusted according to the position of the target sorting adjustment control, thereby determining the sorting of the multiple sorting adjustment controls.
  • step 1024 although the sorting of the sorting adjustment controls corresponding to the multiple second virtual prop identifiers are adjusted in the loading sorting adjustment area, in order to ensure that the player can also understand the current more accurate loading order of the second virtual props at other times, the sorting of the multiple second virtual prop identifiers will be updated according to the sorting of the sorting adjustment controls corresponding to the multiple second virtual prop identifiers in the loading sorting adjustment area.
  • step S103 includes:
  • Step 1031 if the target virtual character has the first virtual item and a plurality of second virtual items, sort the plurality of second virtual items according to the loading order;
  • Step 1032 determining the second virtual prop that is ranked high and meets the full load quantity requirement as the target second virtual prop
  • Step 1033 controlling the target second virtual prop to be loaded into the first virtual prop.
  • step 1031 if the target virtual character controlled by the player currently has a first virtual item and multiple second virtual items that can be combined, the multiple second virtual items owned by the player will be sorted according to the loading order.
  • the full load quantity may be the loading capacity of the first virtual item.
  • the prop is a second virtual prop among the current multiple second virtual props for filling the first virtual prop.
  • the fully loaded second virtual props with the highest sorting are determined as the target second virtual props for filling the first virtual props, and the determined target second virtual props are automatically loaded into the first virtual props.
  • the determined target second virtual props are automatically loaded into the first virtual props, so that when the target virtual character uses the first virtual prop, the first virtual prop is already loaded with the second virtual prop, and the player does not need to perform additional operations to load the second virtual prop, thereby improving the efficiency of the player's use of the first virtual prop, thereby improving the player's gaming experience while reducing the operating cost and running time of the game in the terminal device, reducing the processing burden of the terminal device, and saving power of the terminal device.
  • the control method further includes:
  • Step 104 in response to the unloading operation on the first virtual prop, controlling the first virtual prop to unload the currently loaded target second virtual prop.
  • the unloading operation is used to control the first virtual item to unload the currently loaded target second virtual item.
  • the unloading operation can be displayed in the information display area (as shown in FIG. 2 ), or can also be displayed in the loading sequence adjustment area (as shown in FIG. 3 ).
  • the system will not automatically load the second virtual prop into the first virtual prop again. If the player needs to use the first virtual prop, the player needs to reload the second virtual prop into the first virtual prop, or if the player is not satisfied with the current loading sequence, the second virtual prop currently loaded in the first virtual prop will be unloaded, and the second virtual prop that is newly designated by the player will be loaded into the first virtual prop, that is, the control method also includes:
  • Step 105 if the first virtual item is not loaded with the target second virtual item, in response to a reloading operation on the first virtual item, a new target second virtual item for loading the first virtual item is determined according to the reloading operation, and the new target second virtual item is controlled to be loaded into the first virtual item;
  • Step 106 if the first virtual prop is loaded with the target second virtual prop, in response to a reloading operation on the first virtual prop, the virtual prop currently loaded in the first virtual prop is unloaded, a new target second virtual prop for loading the first virtual prop is determined according to the reloading operation, and the new target second virtual prop is controlled to be loaded into the first virtual prop.
  • the reloading operation is used to re-determine a new target second virtual prop for loading the first virtual prop.
  • the specific reloading operation may be to designate a certain second virtual prop as the second virtual prop with the highest priority for loading, or the player may re-adjust the loading order of all second virtual props and then load the first virtual prop with the second virtual prop according to the re-determined loading order.
  • the target second virtual prop will be directly loaded into the first virtual prop.
  • step 106 if the first virtual prop is currently loaded with the target second virtual prop, then when the player performs a reloading operation on the first virtual prop, the second virtual prop that has been loaded in the first virtual prop will be unloaded first. After the second virtual prop in the first virtual prop is unloaded, the first virtual prop will be loaded according to the new target second virtual prop determined by the reloading operation.
  • step 105 and step 106 include:
  • Step 107 selecting a new target second virtual prop from the plurality of second virtual props according to the reloading operation, and controlling the new target second virtual prop to be loaded into the first virtual prop.
  • step 107 if the player readjusts the loading order of all the second virtual props, the player controls the loading control (loading The seventh operation is performed by filling the second virtual props into the first virtual props according to the re-determined filling order, and only the full load of new target second virtual props is determined from the second virtual props currently owned by the target virtual character controlled by the player according to the re-determined filling order of the second virtual props, and then the full load of new target second virtual props is filled into the first virtual props.
  • the specific step 107 includes:
  • Step 1071 selecting a first new target second virtual prop from a plurality of second virtual props according to the reloading operation
  • Step 1072 if the first quantity of the first new target second virtual item does not reach the full load quantity of the first virtual item, determine a second quantity of the second new target second virtual item from the second virtual items other than the first new target second virtual item according to the loading order, and control the first new target second virtual item and the second new target second virtual item to be loaded into the first virtual item in sequence; the second quantity is less than or equal to the difference between the full load quantity and the first quantity;
  • Step 1073 If the quantity of the first new target second virtual prop reaches the full load quantity of the first virtual prop, then the full load quantity of the first new target second virtual prop is loaded into the first virtual prop.
  • the specific implementation of selecting the first new target second virtual prop from the plurality of second virtual props by using the reloading operation may include any one or both of the following:
  • a priority loading control is displayed near the second virtual prop identifier selected by the third operation (as shown in FIG. 4 , multiple second virtual prop identifiers are displayed in the information display area, and a priority loading control is displayed near the second virtual prop identifier selected by the third operation); in response to a fourth operation on the priority loading control, the second virtual prop corresponding to the second virtual prop identifier selected by the third operation is determined as a new target second virtual prop.
  • the sorting adjustment control selected in the fifth operation displays a priority filling control (as shown in Figure 3); in response to the sixth operation on the priority filling control, the second virtual prop corresponding to the sorting adjustment control selected in the fifth operation is determined as the new target second virtual prop.
  • step 1072 if the first quantity of the first new target second virtual props does not reach the full load quantity of the first virtual props, it means that after the first new target second virtual props are loaded, the first virtual props can still be loaded with other second virtual props, then the second quantity of the second new target second virtual props can be re-determined in the other second virtual props except the first new target second virtual props that have been loaded in the first virtual props according to the previously determined loading order, wherein the sum of the first quantity and the second quantity is less than or equal to the full load quantity.
  • the first new target second virtual props and the second new target second virtual props will be loaded into the first virtual props in sequence, so that when the second virtual props are loaded, the second virtual props of the specified quality will be loaded into the first virtual props, which increases the gameplay in the game process and improves the playability of the game, thereby improving the game experience of the player while reducing the operation cost and running time of the game in the terminal device, reducing the processing burden of the terminal device, and saving the power of the terminal device.
  • the control method when the first virtual prop and the second virtual prop owned by the target virtual character controlled by the player can be combined, the second virtual prop will be automatically loaded into the corresponding first virtual prop according to the loading sequence, so that when the player controls the target virtual character to use the first virtual prop, the first virtual prop is equipped with the second virtual prop, so that the player can directly use the first virtual prop to fight, that is, the control method also includes:
  • Step 108 during the game battle, controlling the target virtual character to take the first virtual item filled with the target second virtual item from the equipment bag, and displaying the first virtual item identifier of the first virtual item in the equipment column;
  • Step 109 Control the target virtual character to use the first virtual prop with the first virtual prop identifier displayed in the equipment column to fight during the game.
  • the second virtual prop in the first virtual prop can be automatically loaded into the first virtual prop according to the loading order, and the player does not need to control the target virtual character to continue fighting by replacing the first virtual prop, which saves the player's operation time and improves the playability of the game. Therefore, while improving the player's gaming experience, it reduces the operating cost and running time of the game in the terminal device, reduces the processing burden of the terminal device, and saves power of the terminal device.
  • a bullet changing control is also displayed in the graphical user interface.
  • the second virtual item currently loaded by the first virtual item being used by the target virtual character may be the item previously specified by the player.
  • the bullet changing control can be used to quickly replace the second virtual item that meets the loading sequence. That is, the control method disclosed in the present invention also includes:
  • Step 110 during the game, in response to the fifth touch operation on the bullet reload control, unload the second virtual prop currently loaded by the first virtual prop used by the target virtual character, determine a new target second virtual prop for loading the first virtual prop according to the loading order, and control the new target second virtual prop to be loaded into the first virtual prop.
  • the bullet changing control is displayed in the graphical user interface, and is used to change the second virtual prop in the first virtual prop currently being used by the user.
  • the fifth touch operation is to operate on the bullet changing control, and the fifth touch operation can be any one of the following operations: click operation, double-click operation, long press operation, sliding operation, etc.
  • the player touches the bullet change control it indicates that the player needs to replace the second virtual prop that is being used in the first virtual prop. Since the first virtual prop is already loaded with the second virtual prop that is being used, if other second virtual props are needed, the second virtual prop that has been loaded in the first virtual prop needs to be unloaded. Only after the second virtual prop in the first virtual prop has been unloaded, a new second virtual prop will be loaded into the first virtual prop. When determining the new second virtual prop, it can be determined according to the loading order determined in step S102.
  • any of the following situations may be included:
  • Step 1101 if the unloaded second virtual item is a second virtual item ranked higher in the loading sequence, then determining the second virtual item after the unloaded second virtual item in the loading sequence as a new target second virtual item;
  • Step 1102 If the unloaded second virtual item is not the second virtual item ranked higher in the loading sequence, the second virtual item ranked higher in the loading sequence is determined as a new target second virtual item.
  • the second virtual item ranked higher in the filling order may be the second virtual item ranked first in the filling order, or the second virtual item ranked at a front preset position (the preset position may be a fixed value) in the filling order.
  • the second virtual item located after the unloaded second virtual item in the loading sequence will be determined as the new target second virtual item.
  • the second virtual item ranked first in the loading sequence will be determined as the new second virtual item. In this way, the second virtual item in the first virtual item being used can be quickly replaced, which increases the gameplay of the game and improves the playability of the game.
  • the player can adjust the loading order of the second virtual props loaded into the first virtual props by himself through the terminal device, so that when the player uses the first virtual props loaded with the second virtual props, the player can launch the corresponding second virtual props according to the loading order, that is, the player can launch the corresponding second virtual props according to his own game strategy, which improves the richness of the game play, thereby improving the player's gaming experience while reducing the operating cost and running time of the game in the terminal device, reducing the processing burden of the terminal device, and saving the power of the terminal device.
  • the present disclosure provides a control device for a virtual prop in a game, as shown in FIG5 , which is applied to a terminal device, wherein the terminal device provides a graphical user interface, wherein the graphical user interface includes a first virtual prop, and the control device includes:
  • the display module 501 is used to respond to the touch operation on the function control and display a plurality of second virtual props identifiers; the second virtual props represented by the second virtual prop identifiers are used in combination with the first virtual props; different second virtual prop identifiers are used to represent the second virtual props.
  • the second virtual prop represented by the knowledge is configured with different prop parameters;
  • the sorting module 502 is used to respond to the sequence adjustment operation for the plurality of second virtual props identifiers, adjust the sequence of the plurality of second virtual props identifiers, and determine the loading sequence of the second virtual props respectively corresponding to the plurality of second virtual props identifiers when loading the first virtual props according to the adjusted sequence of the plurality of second virtual props identifiers;
  • the loading module 503 is used to determine the target second virtual prop for loading the first virtual prop according to the loading sequence, and control the target second virtual prop to be loaded into the first virtual prop.
  • display module including:
  • the first display unit is used to respond to a first touch operation on the function control in the main game interface displayed by the graphical user interface, and display a plurality of second virtual prop identifiers.
  • display module including:
  • the second display unit is used to respond to a second touch operation on the first virtual item in the equipment column of the game battle interface displayed by the graphical user interface, and display a plurality of second virtual item identifiers.
  • control method further includes:
  • a third display unit configured to respond to a first operation on an equipment package in a game battle interface displayed on a graphical user interface, and display an equipment list including the first virtual item;
  • the display module comprises:
  • the fifth display unit is used to display a plurality of second virtual props identifiers in response to a third touch operation on the first virtual prop.
  • sorting module including:
  • the first sorting unit is used to respond to a first drag operation on a target second virtual prop identifier among the plurality of second virtual prop identifiers and adjust the sorting of the plurality of second virtual prop identifiers according to a first drag direction and a first drag distance of the first drag operation.
  • sorting module including:
  • a sixth display unit configured to display a loading order adjustment area in response to a second operation on the order adjustment control; the loading order adjustment area includes order adjustment controls corresponding to a plurality of second virtual item identifiers respectively;
  • a second sorting unit configured to respond to a second drag operation on a target sorting adjustment control among the plurality of sorting adjustment controls, and adjust the sorting of the sorting adjustment controls respectively corresponding to the plurality of second virtual item identifiers in the filling sorting adjustment area according to a second dragging direction and a second dragging distance of the second dragging operation;
  • the updating unit is used to update the order of the plurality of second virtual item identifiers according to the order of the order adjustment controls respectively corresponding to the plurality of second virtual item identifiers in the loading order adjustment area.
  • loading module including:
  • a third sorting unit configured to sort the plurality of second virtual props according to the loading sorting if the target virtual character possesses the first virtual prop and a plurality of second virtual props;
  • a screening unit used to determine the second virtual props that are ranked high and meet the full load quantity requirement as the target second virtual props
  • the loading unit is used to control the target second virtual item to be loaded into the first virtual item.
  • control device further includes:
  • the unloading module is used to respond to the unloading operation on the first virtual prop and control the first virtual prop to unload the currently loaded target second virtual prop.
  • the device further comprises:
  • a first reloading module for responding to a reloading operation on the first virtual item if the first virtual item is not loaded with the target second virtual item, and determining a new target second virtual item for loading the first virtual item according to the reloading operation; Marking a second virtual prop, and controlling the new target second virtual prop to be loaded into the first virtual prop;
  • the second reloading module is used for, if the first virtual item is loaded with the target second virtual item, responding to a reloading operation on the first virtual item, unloading the second virtual item currently loaded in the first virtual item, determining a new target second virtual item for loading the first virtual item according to the reloading operation, and controlling the loading of the new target second virtual item into the first virtual item.
  • the device further comprises:
  • the determining unit selects a new target second virtual item from the plurality of second virtual items according to the reloading operation, and controls the new target second virtual item to be loaded into the first virtual item.
  • the determining unit includes:
  • a first selection subunit configured to select a first new target second virtual prop from among a plurality of second virtual props according to the reloading operation
  • a first loading subunit configured to determine a second number of second new target second virtual props from the second virtual props other than the first new target second virtual props according to the loading order, and control the first new target second virtual props and the second new target second virtual props to be loaded into the first virtual props in sequence if the first number of the first new target second virtual props does not reach the full load number of the first virtual props; the second number is less than or equal to the difference between the full load number and the first number;
  • the second filling sub-unit is used to fill the first new target second virtual prop with the full load quantity of the first new target second virtual prop into the first virtual prop if the quantity of the first new target second virtual prop reaches the full load quantity of the first virtual prop.
  • control device further includes:
  • the taking module is used to control the target virtual character to take the first virtual item filled with the target second virtual item from the equipment bag during the game battle, and display the first virtual item mark of the first virtual item in the equipment column;
  • the combat module is used to control the target virtual character to use the first virtual prop with the first virtual prop identifier displayed in the equipment column to fight during the game.
  • control device further includes:
  • the bullet changing module is used to respond to the fifth touch operation on the bullet changing control during the game, unload the second virtual prop currently loaded by the first virtual prop used by the target virtual character, determine a new target second virtual prop for loading the first virtual prop according to the loading sequence, and control the new target second virtual prop to be loaded into the first virtual prop.
  • the cartridge replacement module includes:
  • a first determining unit configured to determine, if the unloaded second virtual item is a second virtual item ranked higher in the loading sequence, a second virtual item that is located after the second virtual item currently loaded in the loading sequence as a new target second virtual item;
  • the second determining unit is configured to determine the second virtual item at the top of the loading sequence as a new target second virtual item if the unloaded second virtual item is not the second virtual item at the top of the loading sequence.
  • the player can adjust the loading order of the second virtual props loaded into the first virtual props by himself, so that when the player uses the first virtual props loaded with the second virtual props, the player can launch the corresponding second virtual props according to the loading order, that is, the player can launch the corresponding second virtual props according to his own game strategy, which improves the richness of the game play, thereby improving the player's gaming experience while reducing the operating cost and running time of the game in the terminal device, reducing the processing burden of the terminal device, and saving the power of the terminal device.
  • the embodiment of the present disclosure further provides a computer device 600.
  • the device includes a memory 601, a processor 602, and a computer program stored in the memory 601 and executable on the processor 602.
  • the processor 602 executes the computer program, the control method of virtual props in the game is implemented.
  • the steps of the processor 602 executing the control method of virtual props in the game include:
  • a plurality of second virtual prop identifiers are displayed; the second virtual props represented by the second virtual prop identifiers are used in combination with the first virtual props; the second virtual props represented by different second virtual prop identifiers are configured with different prop parameters;
  • the sequence of the plurality of second virtual props identifiers is adjusted, and according to the adjusted sequence of the plurality of second virtual props identifiers, the loading sequence of the second virtual props respectively corresponding to the plurality of second virtual props identifiers when loading the first virtual props;
  • a target second virtual item for loading the first virtual item is determined according to the loading sequence, and the target second virtual item is controlled to be loaded into the first virtual item.
  • the processor 602 is configured to:
  • a plurality of second virtual prop identifiers are displayed.
  • the processor 602 is configured to:
  • processor 602 is further configured to:
  • a plurality of second virtual prop identifiers are displayed, including: in response to a third touch operation on the first virtual prop, a plurality of second virtual prop identifiers are displayed.
  • the processor 602 when adjusting the order of the plurality of second virtual prop identifiers in response to the order adjustment operation for the plurality of second virtual prop identifiers, the processor 602 is configured to:
  • the order of the plurality of second virtual prop identifiers is adjusted according to a first drag direction and a first drag distance of the first drag operation.
  • the processor 602 when adjusting the order of the plurality of second virtual prop identifiers in response to the order adjustment operation for the plurality of second virtual prop identifiers, the processor 602 is configured to:
  • a loading sequence adjustment area is displayed;
  • the loading sequence adjustment area includes a plurality of sequence adjustment controls corresponding to the second virtual item identifiers respectively;
  • the order of the plurality of second virtual item identifiers is updated according to the order of the order adjustment controls respectively corresponding to the plurality of second virtual item identifiers in the loading order adjustment area.
  • the processor 602 when determining the target second virtual prop for filling the first virtual prop according to the filling sequence and controlling the target second virtual prop to be filled into the first virtual prop, the processor 602 is configured to:
  • the target virtual character has the first virtual item and a plurality of second virtual items, sorting the plurality of second virtual items according to the loading order;
  • the target second virtual item is controlled to be loaded into the first virtual item.
  • processor 602 is further configured to:
  • the first virtual item In response to the unloading operation for the first virtual item, the first virtual item is controlled to unload the currently loaded target second virtual item.
  • processor 602 is further configured to:
  • a new target second virtual item for loading the first virtual item is determined according to the reloading operation, and the new target second virtual item is controlled to be loaded into the first virtual item;
  • the second virtual item currently loaded in the first virtual item is unloaded, a new target second virtual item for loading the first virtual item is determined according to the reloading operation, and the new target second virtual item is controlled to be loaded into the first virtual item.
  • the processor 602 when determining a new target second virtual item for filling the first virtual item according to the refilling operation and controlling the new target second virtual item to be filled into the first virtual item, the processor 602 is configured to:
  • a new target second virtual prop is selected from the plurality of second virtual props according to the reloading operation, and the new target second virtual prop is controlled to be loaded into the first virtual prop.
  • the processor 602 when selecting a new target second virtual prop from the plurality of second virtual props according to the reloading operation and controlling the new target second virtual prop to be loaded into the first virtual prop, the processor 602 is configured to:
  • the first quantity of the first new target second virtual item does not reach the full load quantity of the first virtual item, determine a second quantity of the second new target second virtual item from the second virtual items other than the first new target second virtual item according to the loading order, and control the first new target second virtual item and the second new target second virtual item to be loaded into the first virtual item in sequence; the second quantity is less than or equal to the difference between the full load quantity and the first quantity;
  • the full load quantity of the first new target second virtual props is loaded into the first virtual props.
  • processor 602 is further configured to:
  • the target virtual character is controlled to take the first virtual item filled with the target second virtual item from the equipment bag, and the first virtual item mark of the first virtual item is displayed in the equipment column;
  • the target virtual character is controlled to use the first virtual prop with the first virtual prop identifier displayed in the equipment column to fight during the game.
  • processor 602 is further configured to:
  • the second virtual prop currently loaded by the first virtual prop used by the target virtual character is unloaded, a new target second virtual prop for loading the first virtual prop is determined according to the loading order, and the new target second virtual prop is controlled to be loaded into the first virtual prop.
  • the processor 602 when determining a new target second virtual item for filling the first virtual item according to the filling sequence, is configured to:
  • the unloaded second virtual item is a second virtual item ranked higher in the loading sequence, determining the second virtual item after the currently loaded second virtual item in the loading sequence as a new target second virtual item;
  • the second virtual item ranked first in the loading sequence is determined as the new target second virtual item.
  • the memory 601 and the processor 602 can be general-purpose memories and processors, which are not specifically limited here.
  • the control method of the virtual props in the game can be executed, which solves the problem that the gameplay of the shooting game in the related art is relatively single.
  • the player can adjust the loading order of the second virtual props loaded into the first virtual props by himself, so that the player can use the first virtual props loaded with the second virtual props.
  • Launching the corresponding second virtual props according to the loading order means that the player can launch the corresponding second virtual props according to his own game strategy, which improves the richness of the game play. While improving the player's gaming experience, it reduces the operating cost and running time of the game in the terminal device, reduces the processing burden of the terminal device, and saves power of the terminal device.
  • the embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored.
  • the steps of the control method of virtual props in the game are executed.
  • the steps of the processor executing the control method of virtual props in the game include:
  • a plurality of second virtual prop identifiers are displayed; the second virtual props represented by the second virtual prop identifiers are used in combination with the first virtual props; the second virtual props represented by different second virtual prop identifiers are configured with different prop parameters;
  • the sequence of the plurality of second virtual props identifiers is adjusted, and according to the adjusted sequence of the plurality of second virtual props identifiers, the loading sequence of the second virtual props respectively corresponding to the plurality of second virtual props identifiers when loading the first virtual props;
  • a target second virtual item for loading the first virtual item is determined according to the loading sequence, and the target second virtual item is controlled to be loaded into the first virtual item.
  • the processor is configured to:
  • a plurality of second virtual prop identifiers are displayed.
  • the processor is configured to:
  • the processor is further configured to:
  • a plurality of second virtual prop identifiers are displayed, including: in response to a third touch operation on the first virtual prop, a plurality of second virtual prop identifiers are displayed.
  • the processor when adjusting the order of the plurality of second virtual prop identifiers in response to the order adjustment operation for the plurality of second virtual prop identifiers, the processor is configured to:
  • the order of the plurality of second virtual prop identifiers is adjusted according to a first drag direction and a first drag distance of the first drag operation.
  • the processor when adjusting the order of the plurality of second virtual prop identifiers in response to the order adjustment operation for the plurality of second virtual prop identifiers, the processor is configured to:
  • a loading sequence adjustment area is displayed;
  • the loading sequence adjustment area includes a plurality of sequence adjustment controls corresponding to the second virtual item identifiers respectively;
  • the order of the plurality of second virtual item identifiers is updated according to the order of the order adjustment controls respectively corresponding to the plurality of second virtual item identifiers in the loading order adjustment area.
  • the processor is used to:
  • the target virtual character has the first virtual item and a plurality of second virtual items, sorting the plurality of second virtual items according to the loading order;
  • the target second virtual item is controlled to be loaded into the first virtual item.
  • the processor is further configured to:
  • the first virtual item In response to the unloading operation for the first virtual item, the first virtual item is controlled to unload the currently loaded target second virtual item.
  • the processor is further configured to:
  • a new target second virtual item for loading the first virtual item is determined according to the reloading operation, and the new target second virtual item is controlled to be loaded into the first virtual item;
  • the second virtual item currently loaded in the first virtual item is unloaded, a new target second virtual item for loading the first virtual item is determined according to the reloading operation, and the new target second virtual item is controlled to be loaded into the first virtual item.
  • the processor when determining a new target second virtual item for filling the first virtual item according to the refilling operation and controlling the new target second virtual item to be filled into the first virtual item, the processor is configured to:
  • a new target second virtual prop is selected from the plurality of second virtual props according to the reloading operation, and the new target second virtual prop is controlled to be loaded into the first virtual prop.
  • the processor when selecting a new target second virtual prop from the plurality of second virtual props according to the reloading operation and controlling the new target second virtual prop to be loaded into the first virtual prop, the processor is configured to:
  • the first quantity of the first new target second virtual item does not reach the full load quantity of the first virtual item, determine a second quantity of the second new target second virtual item from the second virtual items other than the first new target second virtual item according to the loading order, and control the first new target second virtual item and the second new target second virtual item to be loaded into the first virtual item in sequence; the second quantity is less than or equal to the difference between the full load quantity and the first quantity;
  • the full load quantity of the first new target second virtual props is loaded into the first virtual props.
  • the processor is further configured to:
  • the target virtual character is controlled to take the first virtual item filled with the target second virtual item from the equipment bag, and the first virtual item mark of the first virtual item is displayed in the equipment column;
  • the target virtual character is controlled to use the first virtual prop with the first virtual prop identifier displayed in the equipment column to fight during the game.
  • the processor is further configured to:
  • the second virtual prop currently loaded by the first virtual prop used by the target virtual character is unloaded, a new target second virtual prop for loading the first virtual prop is determined according to the loading order, and the new target second virtual prop is controlled to be loaded into the first virtual prop.
  • the processor when determining the new target second virtual item for filling the first virtual item according to the filling sequence, is configured to:
  • the second virtual item to be unloaded is the second virtual item ranked first in the loading sequence, then The second virtual item located after the second virtual item currently loaded is determined as a new target second virtual item;
  • the second virtual item ranked first in the loading sequence is determined as the new target second virtual item.
  • the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc.
  • the computer program on the storage medium When the computer program on the storage medium is run, it can execute the control method of the virtual props in the above-mentioned game, which solves the problem that the gameplay of the shooting game in the related art is relatively single.
  • the player can adjust the loading order of the second virtual props loaded into the first virtual props by himself, so that when the player uses the first virtual props loaded with the second virtual props, the corresponding second virtual props can be launched according to the loading order, that is, the player can launch the corresponding second virtual props according to his own game strategy, which improves the richness of the game gameplay, thereby improving the player's gaming experience while reducing the operating cost and running time of the game in the terminal device, reducing the processing burden of the terminal device, and saving the power of the terminal device.
  • the disclosed methods and devices can be implemented in other ways.
  • the device embodiments described above are merely schematic.
  • the division of the units is only a logical function division. There may be other division methods in actual implementation.
  • multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed.
  • Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in the embodiments provided in the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium.
  • the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product.
  • the computer software product is stored in a storage medium, including several instructions to enable a computer device (which can be a personal computer, server, or network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program codes.

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Abstract

本公开提供了一种游戏中虚拟道具的控制方法、控制装置、设备和介质,该方法包括:响应针对功能控件的触控操作,显示多个第二虚拟道具标识;所述第二虚拟道具标识所表征的第二虚拟道具用于与所述第一虚拟道具组合使用;不同的第二虚拟道具标识所表征的第二虚拟道具配置有不同的道具参数;响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,并根据调整后的所述多个第二虚拟道具标识的排序,确定所述多个第二虚拟道具标识分别对应的第二虚拟道具在装填所述第一虚拟道具时的装填排序;按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具。

Description

一种游戏中虚拟道具的控制方法、控制装置、设备和介质
相关申请的交叉引用
本公开要求于2022年11月02日提交中国国家知识产权局的申请号为202211364832.2、名称为“一种游戏中虚拟道具的控制方法、控制装置、设备和介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
技术领域
本公开涉及游戏技术领域,具体而言,涉及一种游戏中虚拟道具的控制方法、控制装置、设备和介质。
背景技术
射击游戏(Shooting game,简称为STG)是游戏类型中的一种,射击游戏职工带有明显的动作游戏特点,比如,动作游戏特点包括瞄准动作。但是射击游戏中所使用的游戏道具一般分为两部分,比如,枪械道具需要有对应的子弹,只有将子弹装填进对应的枪械道具后,该装填有子弹的枪械道具可以在战斗过程中执行射击动作。
以枪械道具为例,每一种枪械道具可以用来装填的子弹可以包括多种,每种子弹的品质是不一样的,现阶段,枪械中装填子弹的顺序都是工作人员按照子弹品质确定的,装填排序比较固定。
发明内容
有鉴于此,本公开的目的在于提供一种游戏中虚拟道具的控制方法、控制装置、设备和介质,用于解决相关技术中射击游戏的玩法较为单一的问题,并在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,从而减轻了终端设备的处理负担,节省了终端设备的电量。
第一方面,本公开实施例提供了一种游戏中虚拟道具的控制方法,应用于终端设备,所述终端设备提供一图形用户界面,所述图形用户界面包括第一虚拟道具,所述控制方法包括:
响应针对功能控件的触控操作,显示多个第二虚拟道具标识;所述第二虚拟道具标识所表征的第二虚拟道具用于与所述第一虚拟道具组合使用;不同的第二虚拟道具标识所表征的第二虚拟道具配置有不同的道具参数;
响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,并根据调整后的所述多个第二虚拟道具标识的排序,确定所述多个第二虚拟道具标识分别对应的第二虚拟道具在装填所述第一虚拟道具时的装填排序;
按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具。
第二方面,本公开实施例提供了一种游戏中虚拟道具的控制装置,应用于终端设备,所述终端设备提供一图形用户界面,所述图形用户界面包括第一虚拟道具,所述控制装置包括:
显示模块,用于响应针对功能控件的触控操作,显示多个第二虚拟道具标识;所述第二虚拟道具标识所表征的第二虚拟道具用于与所述第一虚拟道具组合使用;不同的第二虚拟道具标识所表征的第二虚拟道具配置有不同的道具参数;
排序模块,用于响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,并根据调整后的所述多个第二虚拟道具标识的排序,确定所述多个第二虚拟道具标识分别对应的第二虚拟道具在装填所述第一虚拟道具时的装填排序;
装填模块,用于按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具。
第三方面,本公开实施例提供了一种计算机设备,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现上述方法的步骤。
第四方面,本公开实施例提供了一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行上述方法的步骤。
本公开提供的游戏中虚拟道具的控制方法中,首先,响应针对功能控件的触控操作,显示多个第二虚拟道具标识;所述第二虚拟道具标识所表征的第二虚拟道具用于与所述第一虚拟道具组合使用;不同的第二虚拟道具标识所表征的第二虚拟道具配置有不同的道具参数;其次,响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,并根据调整后的所述多个第二虚拟道具标识的排序,确定所述多个第二虚拟道具标识分别对应的第二虚拟道具在装填所述第一虚拟道具时的装填排序;最后,按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具。
在本公开提供的某些实施例中,玩家可以自己调整装填至第一虚拟道具的第二虚拟道具的装填排序,进而使得玩家在使用装填有第二虚拟道具的第一虚拟道具时可以按照装填排序发射对应的第二虚拟道具,也就是让玩家能够根据自己的游戏策略发射对应的第二虚拟道具,提高了游戏的玩法丰富度,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。
图1为本公开其中之一的实施例提供的一种游戏中虚拟道具的控制方法的流程示意图;
图2为本公开其中之一的实施例提供的第一种图形用户界面的示意图;
图3为本公开其中之一的实施例提供的第二种图形用户界面的示意图;
图4为本公开其中之一的实施例提供的第三种图形用户界面的示意图;
图5为本公开其中之一的实施例提供的一种游戏中虚拟道具的控制装置的结构示意图;
图6为本公开其中之一的实施例提供的一种计算机设备的结构示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的所有其他实施例,都属于本公开保护的范围。
本公开实施例中的游戏中虚拟道具的控制方法可以运行于终端设备或者是游戏服务器。其中,终端设备可以为本地终端设备。当游戏中虚拟道具的控制方法运行于游戏服务器时,可以为云游戏。
在本公开一种可选的实施方式中,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏中虚拟道具的控制方法的储存 与运行是在云游戏服务器上完成的,终端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,终端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑、游戏主机等;但是进行游戏数据处理的终端设备为云端的云游戏服务器。在进行游戏时,目标玩家操作终端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,并将游戏画面等数据进行编码压缩,通过网络返回终端设备,最后,通过终端设备进行解码并输出游戏画面。
在本公开一种可选的实施方式中,终端设备可以为本地终端设备。本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给目标玩家的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括部分游戏场景,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
本公开的游戏包括游戏场景和位于游戏场景中的受玩家控制的目标虚拟角色,该目标虚拟角色是玩家通过目标终端设备控制的游戏角色。终端设备或云游戏可以响应针对游戏角色的控制,使游戏角色在游戏场景执行虚拟动作,例如在游戏场景中进行移动、或释放技能等。游戏场景可以包括以下游戏元素中的任意一种或多种:地貌、山石、花草、河流、建筑、虚拟对象、游戏道具等。一般而言,游戏场景中设置有虚拟摄像机,显示在图形用户界面上的游戏画面即虚拟摄像机拍摄到的部分游戏场景内容。例如,在第一人称游戏中,虚拟摄像机可以被设置在玩家控制的目标游戏角色的头部(例如眼睛位置),虚拟摄像机跟随游戏角色的移动而移动,虚拟摄像机的朝向跟随游戏角色的转动而转动,因此,图形用户界面上呈现的游戏画面为目标游戏角色前方预设范围的部分游戏场景。又如,在第三人称游戏中,虚拟摄像机可以被设置在玩家控制的目标游戏角色的正上方或者后上方,因此,图形用户界面上呈现的游戏画面为包括游戏角色在内的部分游戏场景。终端设备或云游戏上登录有目标游戏角色的账号,则目标游戏角色受终端设备或云游戏所控制。虚拟对象是指在游戏场景中可被控制的动态对象。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该目标游戏角色是玩家通过目标终端设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI),或者是设置在游戏场景对战中的非玩家角色(Non-Player Character,NPC)。可选地,目标游戏角色是在游戏场景中进行竞技的虚拟人物。
在相关技术的射击游戏中,虽然每种用于射击的虚拟道具可以装填多种弹药,但是每种弹药的品质是不同的,用于射击的虚拟道具每次只能发射一个弹药,且该虚拟道具用于储备弹药的容器的容量是有限的,当玩家拥有很多种弹药时,***会控制弹药按照开发者设计的装填排序完成虚拟道具的弹药装填,但是这种装填排序可能与玩家当前的游戏策略不符合,给玩家带来不好的游戏体验。
基于上述缺陷,本公开实施例提供了一种游戏中虚拟道具的控制方法,如图1所示,包括以下步骤:
S101,响应针对功能控件的触控操作,显示多个第二虚拟道具标识;所述第二虚拟道具标识所表征的第二虚拟道具用于与所述第一虚拟道具组合使用;不同的第二虚拟道具标识所表征的第二虚拟道具配置有不同的道具参数;
S102,响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,并根据调整后的所述多个第二虚拟道具标识的排序,确定所述多个第二虚拟道具标识分别对应的第二虚拟道具在装填所述第一虚拟道具时的装填排序;
S103,按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具。
在上述步骤S101中,功能控件用于控制显示与第一虚拟道具组合使用的第二虚拟道具对应第二道具标识的控件。功能控件可以是表征第一虚拟道具的道具控件,也可以是装备包控件(用于表征目标虚拟角色的装备包,装备包中存储有目标虚拟角色所拥有的虚拟道具,这里的虚拟道具 可以包括第一虚拟道具和第二虚拟道具),也可以是其他控件等。第一虚拟道具可以是在装填第二虚拟道具后用于执行攻击动作的道具,第一虚拟道具和第二虚拟道具结合之后的道具可以实现远距离攻击,其中第一虚拟道具用于给第二虚拟道具提供动力以使第二虚拟道具能够射向较远的距离,第二虚拟道具用于给攻击对象造成伤害,比如,第一虚拟道具可以是枪械、***(***是可以与第一虚拟道具进行组合使用的道具)、炮台、弓等虚拟道具,则第二虚拟道具可以是与枪械匹配的子弹、与***匹配的子弹、与枪械匹配的***、与炮台匹配的炮弹、与弓匹配的箭的等。触控操作可以是触控第一虚拟道具的操作,触控操作可以是点击操作、双击操作、长按操作、滑动操作等。不同的第二虚拟道具标识所表征的第二虚拟道具配置有不同的道具参数,道具参数包括以下参数中的任意一种或多种:道具类别、装配容量、换弹速度、第二虚拟道具的装填排序、第二虚拟道具的品质信息、第二虚拟道具的拥有数量等,具体的详细信息可根据具体的第二虚拟道具确定。不同道具类别的第二虚拟道具的品质(比如,品质可以是伤害程度、伤害范围等)是不同的。
显示在图形用户界面中的第一虚拟道具可以显示在信息展示区域中的,也可以是游戏战斗过程中目标虚拟角色正在使用的第一虚拟道具。信息展示区域用于展示第一虚拟道具的基础信息和与所述第一虚拟道具匹配的第二虚拟道具的第二虚拟道具标识。其中基础信息可以包括以下信息中的任意一种或多种:射程、射速、精准度、控制性、爆头伤害度、破甲度、额外伤害度、穿透度、持枪移速等。第二虚拟道具用于与第一虚拟道具组合,也就是将第二虚拟道具装填至第一虚拟道具中进行组合,组合后的第一虚拟道具和第二虚拟道具可以用于虚拟角色执行攻击动作。
具体实施中,在玩家对功能控件执行触控操作后,就会在图形用户界面中显示多个表征可以用于与第一虚拟道具进行组合的第二虚拟道具的第二虚拟道具标识。
在上述步骤S102中,顺序调整操作用于调整显示在信息展示区域中多个第二虚拟道具标识的排序。第一虚拟道具可以装填多个第二虚拟道具,也可以只装填一个第二虚拟道具,装填排序是为第一虚拟道具装填第二虚拟道具时的顺序。
具体实施中,玩家对显示出来的多个第二虚拟道具标识执行顺序调整操作,可以使多个第二虚拟道具标识进行重新排序,进而基于重新调整后的第二虚拟道具标识对应的排序确定可以为第一虚拟道具装填第二虚拟道具的装填排序。
在上述步骤S103中,第一虚拟道具的装填容量可能会比较大,可以装填多个第二虚拟道具,第一虚拟道具在使用过程中是依次射出第二虚拟道具的,在游戏过程中,玩家也可能会拥有多种与第一虚拟道具进行组合的第二虚拟道具,每种第二虚拟道具的品质是不同的,根据不同品质的第二虚拟道具,玩家可以控制目标虚拟角色执行对应的攻击策略,因此,在装填第二虚拟道具时,按照上述步骤S102中玩家调整后的第二虚拟道具的装填排序对第一虚拟道具装填第二虚拟道具。因第二虚拟道具的数量可能会很多,而第一虚拟道具的装填容量是有限的,因此可以根据装填排序和第一虚拟道具的装填容量确定当前可以用于装填第一虚拟道具的目标第二虚拟道具,将目标第二虚拟道具装填至第一虚拟道具中,这样玩家控制的目标虚拟角色在使用装填好第二虚拟道具的第一虚拟道具时,第一虚拟道具可以按照装填排序发射已经被装填的第二虚拟道具。这样通过玩家自己的游戏策略适应性的调整装填第二虚拟道具的装填排序,使得玩家在控制目标虚拟角色使用第一虚拟道具时,能够按照自己的游戏策略执行攻击动作,提高了游戏的玩法丰富度,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
在本公开实施例所提供的游戏中虚拟道具的控制方法中,通过上述三个步骤,玩家可以自己调整装填至第一虚拟道具的第二虚拟道具的装填排序,进而使得玩家在使用装填有第二虚拟道具的第一虚拟道具时可以按照装填排序发射对应的第二虚拟道具,也就是让玩家能够根据自己的游戏策略发射对应的第二虚拟道具,提高了游戏的玩法丰富度,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
不同的第一虚拟道具所能进行组合使用的第二虚拟道具的是不同的,比如,枪械道具只能跟子弹道具组合使用,弓道具只能跟箭矢道具使用。当玩家需要对所有的能够与第一虚拟道具组合 使用的第二虚拟道具进行排序时,需要对第二虚拟道具按照能够组合的第一虚拟道具进行分组,这样才能更准确的对第一虚拟道具所能够组合的第二虚拟道具进行排序,因此,针对步骤S101,包括:
步骤1015,响应针对功能控件的触控操作,将多个第二虚拟道具标识进行分组显示;所述多个第二虚拟道具标识的分组是基于所属第二虚拟道具能够进行组合的第一虚拟道具确定的。
在上述步骤1015中,在显示第二虚拟道具标识时,将多个第二虚拟道具按照其能够进行组合的第一虚拟道进行分组,然后将第二虚拟道具标识按照第二虚拟道具的分组显示在图形用户界面中。
比如,将能够与步枪进行组合的7.62毫米的子弹的第一子弹标识、5.56毫米的子弹的第二子弹标识分为一组显示在图形用户界面中,将能够与炮台进行组合的15厘米的炮弹的第一炮弹标识、18厘米的炮弹的第二炮弹标识、13厘米的炮弹的第三炮弹标识分为一组显示在图形用户界面中。玩家所控制的目标虚拟角色进入游戏战斗阶段后所遇到的场景可能是随机的,可能会遇到比较紧急的情况,以至于玩家无法调整自己的所拥有的第二虚拟道具这对第一虚拟道具的装填排序,导致玩家控制目标虚拟角色在游戏过程中无法按照自己所预想的有策略进行游戏,基于上述原因,本公开中可以将调整第二虚拟道具的装填排序设置在游戏未开始前,也就是,步骤S101,包括:包括:
步骤1011,响应针对图形用户界面显示的游戏主界面中所述功能控件的第一触控操作,域显示多个第二虚拟道具标识。
在上述步骤1011中,第一触控操作是作用在显示在游戏主界面中的第一虚拟道具的操作,第一触控操作可以是以下操作中的任意一种:点击操作、双击操作、长按操作、滑动操作等。游戏准备界面是在游戏开始之前显示在图形用户界面中的界面,在游戏准备界面中可以直接显示功能控件,功能控件可以是玩家所控制的目标虚拟角色在游戏过程中可能会使用到的第一虚拟道具,这样玩家通过直接对第一虚拟道具执行第一触控操作,就会在图形用户界面中显示第一虚拟道具的信息展示区域,并在信息展示区域中显示多个第二虚拟道具标识;功能控件也是装备包,玩家通过对装备包进行第一触控操作,就会在图形用户界面中显示所有的能够与第一虚拟道具进行组合的多个第二虚拟道具。目标虚拟角色可能会拥有多个第一虚拟道具,为了避免过多的第一虚拟道具都显示在游戏准备界面中会遮挡其他的控件,可以在执行第一触控操作之前,通过响应针对展开控件的展开触控操作,在游戏准备界面显示第一虚拟道具展示区域,通过作用于第一虚拟道具展示区域中第一虚拟道具的第一触控操作,实现在在图形用户界面中显示多个第二虚拟道具标识。这样在游戏开始之前就把每个第一虚拟道具装填第二虚拟道具的装填排序确定好,这样在游戏过程中不需要重新确定装填排序,减少了情况紧急时调整装填排序的时间不够的问题,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
虽然在游戏开始之前调整第二虚拟道具的装填排序,可以减少情况紧急时调整装填排序的时间不够的问题,但是游戏过程中的情况是***的,游戏策略也不是一成不变的,需要随时根据游戏策略调整对应的第二道具的装填排序,因此,步骤S101,包括:
步骤1012,响应针对图形用户界面显示的游戏战斗界面位于装备栏中所述第一虚拟道具的第二触控操作,显示多个第二虚拟道具标识。
在上述步骤1012中,游戏战斗界面指的是游戏过程中图形用户界面中的界面。装备栏用于显示目标虚拟角色在战斗过程中常使用的至少一个第一虚拟道具。第二触控操作为作用于显示在装备栏中的第一虚拟道具的操作,第二触控操作可以是以下操作中的任意一种:点击操作、双击操作、长按操作、滑动操作等。
具体实施中,玩家直接对装备栏中的第一虚拟道具执行第二触控操作,则显示多个第二虚拟道具标识,进而在游戏过程中就可以执行步骤S102来适时的调整第二虚拟道具的装填排序,使得第二虚拟道具的装填排序可以根据游戏策略随时进行调整,提高了游戏的可玩性。
在游戏过程中除了对经常使用的第二虚拟道具可以适时的调整对应的第二虚拟道具的装填排 序之外,也可以对装备包中的第一虚拟道具调整对应的第二虚拟道具的装填排序,使得玩家从装备包中拿出第一虚拟道具时已经按照装填排序装填好第二虚拟道具,也就是,先打开装备包确定出需要调整顺序的第一虚拟道具,本公开的方法包括:
步骤1013,响应针对图形用户界面显示的游戏战斗界面中装备包的第一操作,显示包含所述第一虚拟道具的装备列表;
步骤S101,包括:
步骤1014,响应针对所述第一虚拟道具的第三触控操作,在所述第一虚拟道具的信息展示区域显示多个第二虚拟道具标识。
在上述步骤1013中,装备包用于存储玩家所控制的目标虚拟角色在游戏过程中所获取到的虚拟道具,装备包中可以存储有多个第一虚拟道具和多个第二虚拟道具。为了避免装备包中过多的虚拟道具会遮挡太多的游戏画面,因此,装备包在游戏战斗界面中会以控件的形式进行显示。第一操作是作用在装备包对应的控件上的操作,第一操作可以是以下操作中的任意一种:点击操作、双击操作、滑动操作等。装备列表用于展示装备包中的多个虚拟道具,装备列表的显示区域比较小,需要通过滑动的方式将显示区域中未显示出来的虚拟道具进行显示。
具体实施中,在游戏过程中,通过玩家作用于图形用户界面中表征装备包的控件的第一操作,在图形用户界面中会显示用于显示包含第一虚拟道具的装备列表的显示区域。
在上述步骤1014中,第三操作触控操作是作用装备列表中显示在显示区域中的第一虚拟道具上操作,第三触控操作可以是以下操作中的任意一种:点击操作、双击操作、长按操作、滑动操作等。
具体实施中,玩家直接对显示在显示区域的装备列表中的第一虚拟道具执行第三触控操作,则显示多个第二虚拟道具标识,进而在游戏过程中就可以执行步骤S102来适时的调整第二虚拟道具的装填排序,使得第二虚拟道具的装填排序可以根据游戏策略随时进行调整,提高了游戏的可玩性。装备包中可以包括多个第一虚拟道具和多个第二虚拟道具,功能控件为装备包时,为了便于对目标虚拟角色已经拥有的第二虚拟道具进行排序,可以基于上述步骤1015的方法,将装备包中的道具进行分组显示,也就是,步骤S101,包括:
步骤1016,响应针对装备包的第四触控操作,将装备包中的多个第二虚拟道具标识和对应的第一虚拟道具标识进行分组显示;其中,所述第一虚拟道具标识和能够与所述第一虚拟道具标识对应的第一虚拟道具进行组合的第二虚拟道具的至少一个第二虚拟道具标识分为一组。
在上述步骤1016中,第四操作触控操作是作用装备包上操作,第四触控操作可以是以下操作中的任意一种:点击操作、双击操作、长按操作、滑动操作等。
具体实施中,在第四触控操作触控装备包中,在图形用户界面中显示多个分组,每个分组中包括一个第一虚拟道具标识和与第一虚拟道具标识对应的第一虚拟道具能够进行组合的第二虚拟道具的第二虚拟道具标识,这样用户就可以基于步骤S102对第二虚拟道具标识进行住装填排序的调整,提高了游戏的可玩性,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
当然上述所提到的调整第二虚拟道具的装填排序的方法可以不仅执行一次,在游戏准备节点调整第二虚拟道具的装填排序后,在游戏战斗过程中也可以再次调整第二虚拟道具的装填排序。
可以直接对显示在图形用户界面中的第二虚拟道具标识调整排序,也就是,步骤S102,包括:
步骤1021,响应针对多个第二虚拟道具标识中目标第二虚拟道具标识的第一拖动操作,根据所述第一拖动操作的第一拖动方向和第一拖动距离,调整多个第二虚拟道具标识的排序。
在上述步骤1021中,第一拖动操作是作用在多个第二虚拟道具标识中的操作,目标第二虚拟道具标识是被第一拖动操纵触控的第二虚拟道具标识。
具体实施中,通过第一拖动操作的触控确定多个第二虚拟道具标识中的目标第二虚拟道具标识,然后根据第一拖动操作拖动目标第二虚拟道具标识的第一拖动方向和第一拖动距离确定目标 第二虚拟道具标识的位置,并根据目标第二虚拟道具标识的位置重新调整多个第二虚拟道具标识的位置,进而确定多个第二虚拟道具标识的排序。
可能显示在图形用户界面中的多个第二虚拟道具标识的面积不会很大,如果直接对显示多个第二虚拟道具标识进行操作来调整装填排序的话,很容易出现误操作的可能,因此,步骤S102,包括:
步骤1022,响应针对顺序调整控件的第二操作,显示装填排序调整区域;所述装填排序调整区域中包括多个第二虚拟道具标识分别对应的排序调整控件;
步骤1023,响应针对多个所述排序调整控件中目标排序调整控件的第二拖动操作,根据所述第二拖动操作的第二拖动方向和第二拖动距离,调整所述装填排序调整区域中多个第二虚拟道具标识分别对应的排序调整控件的排序;
步骤1024,根据所述装填排序调整区域中多个第二虚拟道具标识分别对应的排序调整控件的排序,更新多个第二虚拟道具标识的排序。
在上述步骤1022中,顺序调整控件用于再被第二操作触控时控制在图形用户界面中显示装填排序调整区域。装填排序调整区域用于显示多个第二虚拟道具标识分别对应的排序调整控件,所述排序调整控件用于调整显示在信息展示区域中多个第二虚拟道具标识的排序。
具体实施中,通过玩家作用于顺序调整控件(如图2所示,图2中的图形用户界面中显示有信息展示区域,信息展示区域中显示有多个第二虚拟道具标识和排序调整控件,第二虚拟道具标识包括第二虚拟道具标识a、第二虚拟道具标识b、第二虚拟道具标识c、第二虚拟道具标识d、第二虚拟道具标识e、第二虚拟道具标识f)的第二操作,在图形用户界面中显示装填排序调整区域(如图3所示,图3中的图形用户界面中显示有显示装填排序调整区域,显示装填排序调整区域包括第二虚拟道具标识对应的排序调整控件),装填排序调整区域中每个第二虚拟道具标识对应的排序调整控件的显示面积大于信息展示区域中每个第二虚拟道具标识的显示面积。这样用于调整显示在信息展示区域中多个第二虚拟道具标识的排序的排序调整控件的显示面积越大,越能减少误操作,从而降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
在上述步骤1023中,第二拖动操作是作用于装填排序调整区域中多个排序调整控件中的操作,目标排序调整控件是被第二拖动操作触控的排序调整控件。
具体实施中,通过第二拖动操作在多个排序调整控件中确定目标排序调整控件,然后根据第二拖动操作拖动目标排序调整控件的第二拖动方向和第二拖动距离确定目标排序调整控件的位置,并根据目标排序调整控件的位置重新调整多个排序调整控件的位置,进而确定多个排序调整控件的排序。
在上述步骤1024中,虽然在装填排序调整区域中调整了多个第二虚拟道具标识分别对应的排序调整控件的排序,为了保证玩家在其他时候也能够了解到当前比较准确的第二虚拟道具的装填排序,会根据所述装填排序调整区域中多个第二虚拟道具标识分别对应的排序调整控件的排序,更新多个第二虚拟道具标识的排序。
本公开中一旦进入游戏战斗阶段,只要目标虚拟角色拥有相匹配的第一虚拟道具和第二虚拟道具,则第二虚拟道具就会按照装填排序自动装填至第一虚拟道具,步骤S103,包括:
步骤1031,若目标虚拟角色拥有所述第一虚拟道具和多个第二虚拟道具,根据所述装填排序对所述多个第二虚拟道具进行排序;
步骤1032,将排序靠前的且符合满载数量要求的第二虚拟道具确定为目标第二虚拟道具;
步骤1033,控制所述目标第二虚拟道具装填至所述第一虚拟道具。
在上述步骤1031中,如果玩家所控制的目标虚拟角色当前已经拥有了可以进行组合的第一虚拟道具和多个第二虚拟道具,则会按照装填排序对玩家所拥有的多个第二虚拟道具进行排序。
在上述步骤1032和步骤1033中,满载数量可以是第一虚拟道具的装填容量。目标第二虚拟 道具是当前的多个第二虚拟道具中用于装填第一虚拟道具的第二虚拟道具。具体实施中,将目标虚拟角色所拥有的多个第二虚拟道具排序后,将排序靠前的满载数量个第二虚拟道具确定为用于装填第一虚拟道具的目标第二虚拟道具,并将确定出来的目标第二虚拟道具自动装填到第一虚拟道具中。将定出来的目标第二虚拟道具自动装填到第一虚拟道具中,使得目标虚拟角色在使用第一虚拟道具时,该第一虚拟道具是已经装填有第二虚拟道具的道具,不需要玩家再多执行装填第二虚拟道具的操作,提高了玩家使用第一虚拟道具的使用效率,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
本公开中如果存在能够进行组合的第一虚拟道具和第二虚拟道具的情况下,第二虚拟道具会自动装填到第一虚拟道具中,但在某些情况下,玩家可能会需要使用到已经装填到其他第一虚拟道具中的第二虚拟道具,则就需要将已经装填到其他第一虚拟道具中的第二虚拟道具取出来,也就是,所述控制方法还包括:
步骤104,响应针对所述第一虚拟道具的卸载操作,控制所述第一虚拟道具卸载当前已装填的所述目标第二虚拟道具。
在上述步骤104中,卸载操作用于控制第一虚拟道具卸载当前已装填的所述目标第二虚拟道具。卸载操作可以显示在信息展示区域中(如图2所示),或者也可以显示在装填排序调整区域中(如图3所示)。
当第一虚拟道具中原已经装填的第二虚拟道具被卸载,导致第一虚拟道具时没有装填第二虚拟道具的,因该第一虚拟道具中的第二虚拟道具是被玩家自己卸载掉的,因此***不会再次自动为该第一虚拟道具自动装填第二虚拟道具,如果玩家需要使用该第一虚拟道具的话,需要玩家重新为该第一虚拟道具装填第二虚拟道具,又或者如果玩家对当前的装填排序不满意会卸载当前第一虚拟道具所装填的第二虚拟道具,并将自己重新指定的第二虚拟道具装填至第一虚拟道具,也就是所述控制方法还包括:
步骤105,若所述第一虚拟道具中未装填有所述目标第二虚拟道具,响应针对所述第一虚拟道具的重新装填操作,根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具;
步骤106,若所述第一虚拟道具中装填有所述目标第二虚拟道具,响应针对所述第一虚拟道具的重新装填操作,卸载所述第一虚拟道具当前所装填的所述虚拟道具,根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
在上述步骤105中,重新装填操作用于重新确定装填第一虚拟道具的新的目标第二虚拟道具。具体的重新装填操作可以是指定某一种第二虚拟道具作为最优先装填的第二虚拟道具,也可以是玩家重新调整所有第二虚拟道具的装填排序后,按照重新确定的装填排序对第一虚拟道具装填第二虚拟道具。
具体实施中,如果第一虚拟道具中当前是没有装填有第二虚拟道具的,则在利用重新装填操作确定出目标第二目标虚拟道具后,就会直接将目标第二虚拟道具装填至第一虚拟道具中。
在上述步骤106中,如果第一虚拟道具中当前是装填有目标第二虚拟道具的,那玩家在对第一虚拟道具执行重新装填操作时,会先卸载第一虚拟道具中的已经装填的第二虚拟道具,当第一虚拟道具中的第二虚拟道具被卸载完之后,会按照重新装填操作确定的新的目标第二虚拟道具对第一虚拟道具进行装填。
在重新装填新的目标第二虚拟道具时,需要目标虚拟角色所拥有的多个第二虚拟道具中选择新的目标第二虚拟道具,也就是,步骤105和步骤106,包括:
步骤107,根据所述重新装填操作在所述多个第二虚拟道具中选择新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
在上述步骤107中,若玩家重新调整所有第二虚拟道具的装填排序后,玩家对装填控件(装 填控件可以显示在信息展示区域,也可以显示在装填排序调整区域)进行第七操作,按照重新确定的装填排序对第一虚拟道具装填第二虚拟道具时,只需要按照玩家从新确定的第二虚拟道具的装填排序在玩家控制的目标虚拟角色当前所拥有的第二虚拟道具中确定出满载数量的新的目标第二虚拟道具,进而将满载数量的新的目标第二虚拟道具装填进第一虚拟道具中。
如果玩家仅仅是只针对本次对第一虚拟道具装填第二虚拟道具时指定某一个第二虚拟道具优先装填至第一虚拟道具的话,具体的步骤107,包括:
步骤1071,根据所述重新装填操作在多种第二虚拟道具中选择第一新的目标第二虚拟道具;
步骤1072,若所述第一新的目标第二虚拟道具的第一数量未达到所述第一虚拟道具的满载数量,则按照所述装填排序在除所述第一新的目标第二虚拟道具之外的第二虚拟道具中确定第二数量的第二新的目标第二虚拟道具,并控制所述第一新的目标第二虚拟道具和所述第二新的目标第二虚拟道具依次装填至所述第一虚拟道具;所述第二数量小于或等于所述满载数量与所述第一数量之差;
步骤1073,若所述第一新的目标第二虚拟道具的数量达到所述第一虚拟道具的满载数量,则将满载数量的第一新的目标第二虚拟道具装填至所述第一虚拟道具。
在上述步骤1071中,利用重新装填操作在多种第二虚拟道具中选择第一新的目标第二虚拟道具的具体实施方式可以包括以下任意一种或两种:
响应针对第二虚拟道具标识的第三操作,在第三操作所选中的第二虚拟道具标识附近显示优先装填控件(如图4所示,在信息展示区域中显示多个第二虚拟道具标识,以及在第三操作所选中的第二虚拟道具标识附近显示优先装填控件);响应针对所述优先装填控件的第四操作,将第三操作所选中的第二虚拟道具标识对应的第二虚拟道具确定为新的目标第二虚拟道具。
响应针对排序调整控件中排序调整控件的第五操作,在第五操作所选中的排序调整控件显示优先装填控件(如图3所示);响应针对所述优先装填控件的第六操作,将第五操作所选中的排序调整控件对应的第二虚拟道具确定为新的目标第二虚拟道具。
在上述步骤1072中,如果第一新的目标第二虚拟道具的第一数量未达到所述第一虚拟道具的满载数量,说明第一虚拟道具在装填完第一新的目标第二虚拟道具之后,还可以装填其他的第二虚拟道具,则可以按照之前确定好的装填排序重新在除了已经装填在第一虚拟道具中的第一新的目标第二虚拟道具之外的其他第二虚拟道具中确定出第二数量的第二新的目标第二虚拟道具,其中第一数量和第二数量之和小于或等于满载数量。在确定出第一新的目标第二虚拟道具和第二新的目标第二虚拟道具之后,会依次将第一新的目标第二虚拟道具和第二新的目标第二虚拟道具装填至所述第一虚拟道具中,这样在装填第二虚拟道具时,会向第一虚拟道具中装填指定品质的第二虚拟道具,增加了游戏过程中的玩法,提高了游戏的可玩性,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
因在本公开中玩家控制的目标虚拟角色所拥有的第一虚拟道具和第二虚拟道具存在可以组合的情况时,第二虚拟道具会自动按照装填排序装填至对应的第一虚拟道具,这样玩家在控制目标虚拟角色使用第一虚拟道具时,第一虚拟道具是装配有第二虚拟道具的,这样玩家可以直接使用该第一虚拟道具进行战斗,也就是,所述控制方法还包括:
步骤108,在游戏战斗过程中,控制目标虚拟角色从装备包中拿取装填有所述目标第二虚拟道具的第一虚拟道具,并将所述第一虚拟道具的第一虚拟道具标识显示在装备栏;
步骤109,控制所述目标虚拟角色使用在所述装备栏显示有所述第一虚拟道具标识的所述第一虚拟道具在所述游戏过程中进行战斗。
在上述步骤108至109中,在游戏战斗过程中,如果玩家控制目标虚拟角色才能从装备包中拿取出装填有目标第二虚拟道具的第一虚拟道具时,说明玩家要准备使用该第一虚拟道具了,这样就需要将第虚拟道具的第一虚拟道具标识显示在装备栏中。玩家会直接使用在所述装备栏显示有所述第一虚拟道具标识的所述第一虚拟道具在所述游戏过程中进行战斗,这样玩家在使用从装 备包中拿取出来的第一虚拟道具后就可以直接参与战斗,不需要执行装填第二虚拟道具的操作,节省了玩家的操作时间,提升了游戏的可玩性,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
针对游戏过程中目标虚拟角色正在使用的第一虚拟道具,如果第一虚拟道具中的第二虚拟道具被消耗完之后,可以按照装填排序自动向第一虚拟道具装填第二虚拟道具,不需要玩家控制目标虚拟角色通过跟换第一虚拟道具的操作才能够继续进行战斗,节省了玩家的操作时间,提升了游戏的可玩性,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
在图形用户界面中还会显示换弹控件,目标虚拟角色正在使用的第一虚拟道具当前所装填的第二虚拟道具可能是玩家之前所指定装填的道具,当目标虚拟角色不需要使用之前所指定装填的道具使,还可以利用换弹控件快速的更换符合装填排序的第二虚拟道具,也就是,本公开的控制方法还包括:
步骤110,在游戏过程中,响应针对换弹控件的第五触控操作,卸载目标虚拟角色所使用的所述第一虚拟道具当前所装填的所述第二虚拟道具,根据所述装填排序确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
在上述步骤110中,换弹控件会显示在图形用户界面中,用于更换用户当前正在使用的第一虚拟道具中的第二虚拟道具。第五操作触控操作是作用换弹控件上操作,第五触控操作可以是以下操作中的任意一种:点击操作、双击操作、长按操作、滑动操作等。
具体实施中,当玩家触控换弹控件时,说明玩家需要更换第一虚拟道具中正在使用的第二虚拟道具,因第一虚拟道具中已经装填有正在使用的第二虚拟道具了,如果要其他的第二虚拟道具的话,是需要将第一虚拟道具中已经装填的第二虚拟道具进行卸载,只有第一虚拟道具中的第二虚拟道具已经卸载空之后,才会有新的第二虚拟道具装填进第一虚拟道具中,在确定新的第二虚拟道具时,可以根据步骤S102确定好的装填排序确定。
在根据装填排序确定新的第二虚拟道具时,可以包括以下任意一种情况:
步骤1101,若被卸载的第二虚拟道具为所述装填排序中排序靠前的第二虚拟道具,则将所述装填排序中位于所述被卸载的第二虚拟道具之后的第二虚拟道具确定为新的目标第二虚拟道具;
步骤1102,若被卸载的第二虚拟道具不是所述装填排序中排序靠前的第二虚拟道具,则将所述装填排序中排序靠前的第二虚拟道具确定为新的目标第二虚拟道具。
在上述步骤1101和步骤1102中,装填排序中排序靠前的第二虚拟道具可以是位于装填排序中排序位于第一位的第二虚拟道具,也可以是装填排序中位于前预设位(预设位可以是固定数值)的第二虚拟道具。
具体实施中,当被卸载的第二虚拟道具为装填排序中排序靠前的第二虚拟道具,则会将装填排序中位于被卸载的第二虚拟道具之后的第二虚拟道具确定为新的目标第二虚拟道具。当被卸载的第二虚拟道具不是装填排序中排序靠前的第二虚拟道具,则会将装填排序中排序靠前的第二虚拟道具确定为新的第二虚拟道具。这样可以快速的实现对正在使用的第一虚拟道具中的第二虚拟道具进行更换,增加了游戏的玩法,提升了游戏的可玩性。
基于本公开提供的上述游戏中虚拟道具的控制方法,玩家通过终端设备可以自己调整装填至第一虚拟道具的第二虚拟道具的装填排序,进而使得玩家在使用装填有第二虚拟道具的第一虚拟道具时可以按照装填排序发射对应的第二虚拟道具,也就是让玩家能够根据自己的游戏策略发射对应的第二虚拟道具,提高了游戏的玩法丰富度,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
本公开实施例提供了一种游戏中虚拟道具的控制装置,如图5所示,应用于终端设备,所述终端设备提供一图形用户界面,所述图形用户界面包括第一虚拟道具,所述控制装置包括:
显示模块501,用于响应针对功能控件的触控操作,显示多个第二虚拟道具标识;所述第二虚拟道具标识所表征的第二虚拟道具用于与所述第一虚拟道具组合使用;不同的第二虚拟道具标 识所表征的第二虚拟道具配置有不同的道具参数;
排序模块502,用于响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,并根据调整后的所述多个第二虚拟道具标识的排序,确定所述多个第二虚拟道具标识分别对应的第二虚拟道具在装填所述第一虚拟道具时的装填排序;
装填模块503,用于按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具。
可选的,显示模块,包括:
第一显示单元,用于响应针对图形用户界面显示的游戏主界面中所述功能控件的第一触控操作,显示多个第二虚拟道具标识。
可选的,显示模块,包括:
第二显示单元,用于响应针对图形用户界面显示的游戏战斗界面位于装备栏中所述第一虚拟道具的第二触控操作,显示多个第二虚拟道具标识。
可选的,所述控制方法还包括:
第三显示单元,用于响应针对图形用户界面显示的游戏战斗界面中装备包的第一操作,显示包含所述第一虚拟道具的装备列表;
所述显示模块,包括:
第五显示单元,用于响应针对所述第一虚拟道具的第三触控操作,显示多个第二虚拟道具标识。
可选的,排序模块,包括:
第一排序单元,用于响应针对多个第二虚拟道具标识中目标第二虚拟道具标识的第一拖动操作,根据所述第一拖动操作的第一拖动方向和第一拖动距离,调整多个第二虚拟道具标识的排序。
可选的,排序模块,包括:
第六显示单元,用于响应针对顺序调整控件的第二操作,显示装填排序调整区域;所述装填排序调整区域中包括多个第二虚拟道具标识分别对应的排序调整控件;
第二排序单元,用于响应针对多个所述排序调整控件中目标排序调整控件的第二拖动操作,根据所述第二拖动操作的第二拖动方向和第二拖动距离,调整所述装填排序调整区域中多个第二虚拟道具标识分别对应的排序调整控件的排序;
更新单元,用于根据所述装填排序调整区域中多个第二虚拟道具标识分别对应的排序调整控件的排序,更新多个第二虚拟道具标识的排序。
可选的,装填模块,包括:
第三排序单元,用于若目标虚拟角色拥有所述第一虚拟道具和多个第二虚拟道具,根据所述装填排序对所述多个第二虚拟道具进行排序;
筛选单元,用于将排序靠前的且符合满载数量要求的第二虚拟道具确定为目标第二虚拟道具;
装填单元,用于控制所述目标第二虚拟道具装填至所述第一虚拟道具。
可选的,所述控制装置还包括:
卸载模块,用于响应针对所述第一虚拟道具的卸载操作,控制所述第一虚拟道具卸载当前已装填的所述目标第二虚拟道具。
可选的,所述装置还包括:
第一重装模块,用于若所述第一虚拟道具中未装填有所述目标第二虚拟道具,响应针对所述第一虚拟道具的重新装填操作,根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目 标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具;
第二重装模块,用于若所述第一虚拟道具中装填有所述目标第二虚拟道具,响应针对所述第一虚拟道具的重新装填操作,卸载所述第一虚拟道具当前所装填的所述第二虚拟道具,根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,所述装置还包括:
确定单元,根据所述重新装填操作在所述多个第二虚拟道具中选择新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,所述确定单元,包括:
第一选择子单元,用于根据所述重新装填操作在多个第二虚拟道具中选择第一新的目标第二虚拟道具;
第一装填子单元,用于若所述第一新的目标第二虚拟道具的第一数量未达到所述第一虚拟道具的满载数量,则按照所述装填排序在除所述第一新的目标第二虚拟道具之外的第二虚拟道具中确定第二数量的第二新的目标第二虚拟道具,并控制所述第一新的目标第二虚拟道具和所述第二新的目标第二虚拟道具依次装填至所述第一虚拟道具;所述第二数量小于或等于所述满载数量与所述第一数量之差;
第二装填子单元,用于若所述第一新的目标第二虚拟道具的数量达到所述第一虚拟道具的满载数量,则将满载数量的第一新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,所述控制装置还包括:
拿取模块,用于在游戏战斗过程中,控制目标虚拟角色从装备包中拿取装填有所述目标第二虚拟道具的第一虚拟道具,并将所述第一虚拟道具的第一虚拟道具标识显示在装备栏;
战斗模块,用于控制所述目标虚拟角色使用在所述装备栏显示有所述第一虚拟道具标识的所述第一虚拟道具在所述游戏过程中进行战斗。
可选的,所述控制装置还包括:
换弹模块,用于在游戏过程中,响应针对换弹控件的第五触控操作,卸载目标虚拟角色所使用的所述第一虚拟道具当前所装填的所述第二虚拟道具,根据所述装填排序确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,所述换弹模块,包括:
第一确定单元,用于若被卸载的第二虚拟道具为所述装填排序中排序靠前的第二虚拟道具,则将所述装填排序中位于当前所装填的所述第二虚拟道具之后的第二虚拟道具确定为新的目标第二虚拟道具;
第二确定单元,用于若被卸载的第二虚拟道具不是所述装填排序中排序靠前的第二虚拟道具,则将所述装填排序中排序靠前的第二虚拟道具确定为新的目标第二虚拟道具。
基于本公开提供的上述游戏中虚拟道具的控制装置,玩家可以自己调整装填至第一虚拟道具的第二虚拟道具的装填排序,进而使得玩家在使用装填有第二虚拟道具的第一虚拟道具时可以按照装填排序发射对应的第二虚拟道具,也就是让玩家能够根据自己的游戏策略发射对应的第二虚拟道具,提高了游戏的玩法丰富度,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
对应于图1中的游戏中虚拟道具的控制方法,本公开实施例还提供了一种计算机设备600,如图6所示,该设备包括存储器601、处理器602及存储在该存储器601上并可在该处理器602上运行的计算机程序,其中,上述处理器602执行上述计算机程序时实现上述游戏中虚拟道具的控制方法,具体的,处理器602执行上述游戏中虚拟道具的控制方法的步骤包括:
响应针对功能控件的触控操作,显示多个第二虚拟道具标识;所述第二虚拟道具标识所表征的第二虚拟道具用于与所述第一虚拟道具组合使用;不同的第二虚拟道具标识所表征的第二虚拟道具配置有不同的道具参数;
响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,并根据调整后的所述多个第二虚拟道具标识的排序,确定所述多个第二虚拟道具标识分别对应的第二虚拟道具在装填所述第一虚拟道具时的装填排序;
按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具。
可选的,在所述响应针对功能控件的触控操作,显示多个第二虚拟道具标识时,处理器602用于:
响应针对图形用户界面显示的游戏主界面中所述功能控件的第一触控操作,显示多个第二虚拟道具标识。
可选的,在所述响应针对功能控件的触控操作,显示多个第二虚拟道具标识时,处理器602用于:
响应针对图形用户界面显示的游戏战斗界面位于装备栏中所述第一虚拟道具的第二触控操作,显示多个第二虚拟道具标识。
可选的,处理器602还用于:
响应针对图形用户界面显示的游戏战斗界面中装备包的第一操作,显示包含所述第一虚拟道具的装备列表;
响应针对功能控件的触控操作,显示多个第二虚拟道具标识,包括:响应针对所述第一虚拟道具的第三触控操作,显示多个第二虚拟道具标识。
可选的,在所述响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序时,处理器602用于:
响应针对多个第二虚拟道具标识中目标第二虚拟道具标识的第一拖动操作,根据所述第一拖动操作的第一拖动方向和第一拖动距离,调整多个第二虚拟道具标识的排序。
可选的,在所述响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序时,处理器602用于:
响应针对顺序调整控件的第二操作,显示装填排序调整区域;所述装填排序调整区域中包括多个第二虚拟道具标识分别对应的排序调整控件;
响应针对多个所述排序调整控件中目标排序调整控件的第二拖动操作,根据所述第二拖动操作的第二拖动方向和第二拖动距离,调整所述装填排序调整区域中多个第二虚拟道具标识分别对应的排序调整控件的排序;
根据所述装填排序调整区域中多个第二虚拟道具标识分别对应的排序调整控件的排序,更新多个第二虚拟道具标识的排序。
可选的,在按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具时,处理器602用于:
若目标虚拟角色拥有所述第一虚拟道具和多个第二虚拟道具,根据所述装填排序对所述多个第二虚拟道具进行排序;
将排序靠前的且符合满载数量要求的第二虚拟道具确定为目标第二虚拟道具;
控制所述目标第二虚拟道具装填至所述第一虚拟道具。
可选的,处理器602还用于:
响应针对所述第一虚拟道具的卸载操作,控制所述第一虚拟道具卸载当前已装填的所述目标第二虚拟道具。
可选的,处理器602还用于:
若所述第一虚拟道具中未装填有所述目标第二虚拟道具,响应针对所述第一虚拟道具的重新装填操作,根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具;
若所述第一虚拟道具中装填有所述目标第二虚拟道具,响应针对所述第一虚拟道具的重新装填操作,卸载所述第一虚拟道具当前所装填的所述第二虚拟道具,根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,在根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具时,处理器602用于:
根据所述重新装填操作在所述多个第二虚拟道具中选择新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,在根据所述重新装填操作在所述多个第二虚拟道具中选择新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具时,处理器602用于:
根据所述重新装填操作在多个第二虚拟道具中选择第一新的目标第二虚拟道具;
若所述第一新的目标第二虚拟道具的第一数量未达到所述第一虚拟道具的满载数量,则按照所述装填排序在除所述第一新的目标第二虚拟道具之外的第二虚拟道具中确定第二数量的第二新的目标第二虚拟道具,并控制所述第一新的目标第二虚拟道具和所述第二新的目标第二虚拟道具依次装填至所述第一虚拟道具;所述第二数量小于或等于所述满载数量与所述第一数量之差;
若所述第一新的目标第二虚拟道具的数量达到所述第一虚拟道具的满载数量,则将满载数量的第一新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,处理器602还用于:
在游戏战斗过程中,控制目标虚拟角色从装备包中拿取装填有所述目标第二虚拟道具的第一虚拟道具,并将所述第一虚拟道具的第一虚拟道具标识显示在装备栏;
控制所述目标虚拟角色使用在所述装备栏显示有所述第一虚拟道具标识的所述第一虚拟道具在所述游戏过程中进行战斗。
可选的,处理器602还用于:
在游戏过程中,响应针对换弹控件的第五触控操作,卸载目标虚拟角色所使用的所述第一虚拟道具当前所装填的所述第二虚拟道具,根据所述装填排序确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,在所述根据所述装填排序确定用于装填所述第一虚拟道具的新的目标第二虚拟道具时,处理器602用于:
若被卸载的第二虚拟道具为所述装填排序中排序靠前的第二虚拟道具,则将所述装填排序中位于当前所装填的所述第二虚拟道具之后的第二虚拟道具确定为新的目标第二虚拟道具;
若被卸载的第二虚拟道具不是所述装填排序中排序靠前的第二虚拟道具,则将所述装填排序中排序靠前的第二虚拟道具确定为新的目标第二虚拟道具。
具体地,上述存储器601和处理器602能够为通用的存储器和处理器,这里不做具体限定,当处理器602运行存储器601存储的计算机程序时,能够执行上述游戏中虚拟道具的控制方法,解决了相关技术中射击游戏的玩法较为单一的问题,本公开玩家可以自己调整装填至第一虚拟道具的第二虚拟道具的装填排序,进而使得玩家在使用装填有第二虚拟道具的第一虚拟道具时可以 按照装填排序发射对应的第二虚拟道具,也就是让玩家能够根据自己的游戏策略发射对应的第二虚拟道具,提高了游戏的玩法丰富度,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
对应于图1中的游戏中虚拟道具的控制方法,本公开实施例还提供了一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行上述游戏中虚拟道具的控制方法的步骤,具体的,所述处理器执行上述游戏中虚拟道具的控制方法的步骤包括:
响应针对功能控件的触控操作,显示多个第二虚拟道具标识;所述第二虚拟道具标识所表征的第二虚拟道具用于与所述第一虚拟道具组合使用;不同的第二虚拟道具标识所表征的第二虚拟道具配置有不同的道具参数;
响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,并根据调整后的所述多个第二虚拟道具标识的排序,确定所述多个第二虚拟道具标识分别对应的第二虚拟道具在装填所述第一虚拟道具时的装填排序;
按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具。
可选的,在所述响应针对功能控件的触控操作,显示多个第二虚拟道具标识时,所述处理器用于:
响应针对图形用户界面显示的游戏主界面中所述功能控件的第一触控操作,显示多个第二虚拟道具标识。
可选的,在所述响应针对功能控件的触控操作,显示多个第二虚拟道具标识时,所述处理器用于:
响应针对图形用户界面显示的游戏战斗界面位于装备栏中所述第一虚拟道具的第二触控操作,显示多个第二虚拟道具标识。
可选的,所述处理器还用于:
响应针对图形用户界面显示的游戏战斗界面中装备包的第一操作,显示包含所述第一虚拟道具的装备列表;
响应针对功能控件的触控操作,显示多个第二虚拟道具标识,包括:响应针对所述第一虚拟道具的第三触控操作,显示多个第二虚拟道具标识。
可选的,在所述响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序时,所述处理器用于:
响应针对多个第二虚拟道具标识中目标第二虚拟道具标识的第一拖动操作,根据所述第一拖动操作的第一拖动方向和第一拖动距离,调整多个第二虚拟道具标识的排序。
可选的,在所述响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序时,所述处理器用于:
响应针对顺序调整控件的第二操作,显示装填排序调整区域;所述装填排序调整区域中包括多个第二虚拟道具标识分别对应的排序调整控件;
响应针对多个所述排序调整控件中目标排序调整控件的第二拖动操作,根据所述第二拖动操作的第二拖动方向和第二拖动距离,调整所述装填排序调整区域中多个第二虚拟道具标识分别对应的排序调整控件的排序;
根据所述装填排序调整区域中多个第二虚拟道具标识分别对应的排序调整控件的排序,更新多个第二虚拟道具标识的排序。
可选的,在按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制 所述目标第二虚拟道具装填至所述第一虚拟道具时,所述处理器用于:
若目标虚拟角色拥有所述第一虚拟道具和多个第二虚拟道具,根据所述装填排序对所述多个第二虚拟道具进行排序;
将排序靠前的且符合满载数量要求的第二虚拟道具确定为目标第二虚拟道具;
控制所述目标第二虚拟道具装填至所述第一虚拟道具。
可选的,所述处理器还用于:
响应针对所述第一虚拟道具的卸载操作,控制所述第一虚拟道具卸载当前已装填的所述目标第二虚拟道具。
可选的,所述处理器还用于:
若所述第一虚拟道具中未装填有所述目标第二虚拟道具,响应针对所述第一虚拟道具的重新装填操作,根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具;
若所述第一虚拟道具中装填有所述目标第二虚拟道具,响应针对所述第一虚拟道具的重新装填操作,卸载所述第一虚拟道具当前所装填的所述第二虚拟道具,根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,在所述根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具时,所述处理器用于:
根据所述重新装填操作在所述多个第二虚拟道具中选择新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,在所述根据所述重新装填操作在所述多个第二虚拟道具中选择新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具时,所述处理器用于:
根据所述重新装填操作在多个第二虚拟道具中选择第一新的目标第二虚拟道具;
若所述第一新的目标第二虚拟道具的第一数量未达到所述第一虚拟道具的满载数量,则按照所述装填排序在除所述第一新的目标第二虚拟道具之外的第二虚拟道具中确定第二数量的第二新的目标第二虚拟道具,并控制所述第一新的目标第二虚拟道具和所述第二新的目标第二虚拟道具依次装填至所述第一虚拟道具;所述第二数量小于或等于所述满载数量与所述第一数量之差;
若所述第一新的目标第二虚拟道具的数量达到所述第一虚拟道具的满载数量,则将满载数量的第一新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,所述处理器还用于:
在游戏战斗过程中,控制目标虚拟角色从装备包中拿取装填有所述目标第二虚拟道具的第一虚拟道具,并将所述第一虚拟道具的第一虚拟道具标识显示在装备栏;
控制所述目标虚拟角色使用在所述装备栏显示有所述第一虚拟道具标识的所述第一虚拟道具在所述游戏过程中进行战斗。
可选的,所述处理器还用于:
在游戏过程中,响应针对换弹控件的第五触控操作,卸载目标虚拟角色所使用的所述第一虚拟道具当前所装填的所述第二虚拟道具,根据所述装填排序确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
可选的,在所述根据所述装填排序确定用于装填所述第一虚拟道具的新的目标第二虚拟道具时,所述处理器用于:
若被卸载的第二虚拟道具为所述装填排序中排序靠前的第二虚拟道具,则将所述装填排序中 位于当前所装填的所述第二虚拟道具之后的第二虚拟道具确定为新的目标第二虚拟道具;
若被卸载的第二虚拟道具不是所述装填排序中排序靠前的第二虚拟道具,则将所述装填排序中排序靠前的第二虚拟道具确定为新的目标第二虚拟道具。
具体地,该存储介质能够为通用的存储介质,如移动磁盘、硬盘等,该存储介质上的计算机程序被运行时,能够执行上述游戏中虚拟道具的控制方法,解决了相关技术中射击游戏的玩法较为单一的问题,本公开玩家可以自己调整装填至第一虚拟道具的第二虚拟道具的装填排序,进而使得玩家在使用装填有第二虚拟道具的第一虚拟道具时可以按照装填排序发射对应的第二虚拟道具,也就是让玩家能够根据自己的游戏策略发射对应的第二虚拟道具,提高了游戏的玩法丰富度,从而在提高玩家的游戏体验的同时,降低了终端设备中游戏的操作成本及运行时长,减轻了终端设备的处理负担,节省了终端设备的电量。
在本公开所提供的实施例中,应该理解到,所揭露方法和装置,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个***,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开提供的实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
应注意到:相似的标号和字母在下面的附图中表示类似项,因此,一旦某一项在一个附图中被定义,则在随后的附图中不需要对其进行进一步定义和解释,此外,术语“第一”、“第二”、“第三”等仅用于区分描述,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围。都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应所述以权利要求的保护范围为准。

Claims (17)

  1. 一种游戏中虚拟道具的控制方法,应用于终端设备,所述终端设备提供一图形用户界面,所述图形用户界面包括第一虚拟道具,所述控制方法包括:
    响应针对功能控件的触控操作,显示多个第二虚拟道具标识;所述第二虚拟道具标识所表征的第二虚拟道具用于与所述第一虚拟道具组合使用;不同的第二虚拟道具标识所表征的第二虚拟道具配置有不同的道具参数;
    响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,并根据调整后的所述多个第二虚拟道具标识的排序,确定所述多个第二虚拟道具标识分别对应的第二虚拟道具在装填所述第一虚拟道具时的装填排序;
    按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具。
  2. 根据权利要求1所述的方法,其中,响应针对功能控件的触控操作,显示多个第二虚拟道具标识,包括:
    响应针对图形用户界面显示的游戏主界面中所述功能控件的第一触控操作,显示多个第二虚拟道具标识。
  3. 根据权利要求1所述的方法,其中,响应针对功能控件的触控操作,显示多个第二虚拟道具标识,包括:
    响应针对图形用户界面显示的游戏战斗界面位于装备栏中所述第一虚拟道具的第二触控操作,显示多个第二虚拟道具标识。
  4. 根据权利要求1所述的方法,其中,所述控制方法还包括:
    响应针对图形用户界面显示的游戏战斗界面中装备包的第一操作,显示包含所述第一虚拟道具的装备列表;
    响应针对功能控件的触控操作,显示多个第二虚拟道具标识,包括:
    响应针对所述第一虚拟道具的第三触控操作,多个第二虚拟道具标识。
  5. 根据权利要求1所述的方法,其中,响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,包括:
    响应针对多个第二虚拟道具标识中目标第二虚拟道具标识的第一拖动操作,根据所述第一拖动操作的第一拖动方向和第一拖动距离,调整多个第二虚拟道具标识的排序。
  6. 根据权利要求1所述的方法,其中,响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,包括:
    响应针对顺序调整控件的第二操作,显示装填排序调整区域;所述装填排序调整区域中包括多个第二虚拟道具标识分别对应的排序调整控件;
    响应针对多个所述排序调整控件中目标排序调整控件的第二拖动操作,根据所述第二拖动操作的第二拖动方向和第二拖动距离,调整所述装填排序调整区域中多个第二虚拟道具标识分别对应的排序调整控件的排序;
    根据所述装填排序调整区域中多个第二虚拟道具标识分别对应的排序调整控件的排序,更新多个第二虚拟道具标识的排序。
  7. 根据权利要求1所述的方法,其中,按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具,包括:
    若目标虚拟角色拥有所述第一虚拟道具和多个第二虚拟道具,根据所述装填排序对所述多个第二虚拟道具进行排序;
    将排序靠前的且符合满载数量要求的第二虚拟道具确定为目标第二虚拟道具;
    控制所述目标第二虚拟道具装填至所述第一虚拟道具。
  8. 根据权利要求1所述的方法,其中,所述控制方法还包括:
    响应针对所述第一虚拟道具的卸载操作,控制所述第一虚拟道具卸载当前已装填的所述目标第二虚拟道具。
  9. 根据权利要求1所述的方法,其中,所述控制方法还包括:
    若所述第一虚拟道具中未装填有所述目标第二虚拟道具,响应针对所述第一虚拟道具的重新装填操作,根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具;
    若所述第一虚拟道具中装填有所述目标第二虚拟道具,响应针对所述第一虚拟道具的重新装填操作,卸载所述第一虚拟道具当前所装填的所述第二虚拟道具,根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
  10. 根据权利要求9所述的方法,其中,根据所述重新装填操作确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具,包括:
    根据所述重新装填操作在所述多个第二虚拟道具中选择新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
  11. 根据权利要求10所述的方法,其中,根据所述重新装填操作在所述多个第二虚拟道具中选择新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具,包括:
    根据所述重新装填操作在多个第二虚拟道具中选择第一新的目标第二虚拟道具;
    若所述第一新的目标第二虚拟道具的第一数量未达到所述第一虚拟道具的满载数量,则按照所述装填排序在除所述第一新的目标第二虚拟道具之外的第二虚拟道具中确定第二数量的第二新的目标第二虚拟道具,并控制所述第一新的目标第二虚拟道具和所述第二新的目标第二虚拟道具依次装填至所述第一虚拟道具;所述第二数量小于或等于所述满载数量与所述第一数量之差;
    若所述第一新的目标第二虚拟道具的数量达到所述第一虚拟道具的满载数量,则将满载数量的第一新的目标第二虚拟道具装填至所述第一虚拟道具。
  12. 根据权利要求1所述的方法,其中,所述控制方法还包括:
    在游戏战斗过程中,控制目标虚拟角色从装备包中拿取装填有所述目标第二虚拟道具的第一虚拟道具,并将所述第一虚拟道具的第一虚拟道具标识显示在装备栏;
    控制所述目标虚拟角色使用在所述装备栏显示有所述第一虚拟道具标识的所述第一虚拟道具在游戏战斗中进行战斗。
  13. 根据权利要求1所述的方法,其中,所述控制方法还包括:
    在游戏过程中,响应针对换弹控件的第五触控操作,卸载目标虚拟角色所使用的所述第一虚拟道具当前所装填的所述第二虚拟道具,根据所述装填排序确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,并控制所述新的目标第二虚拟道具装填至所述第一虚拟道具。
  14. 根据权利要求13所述的方法,其中,所述根据所述装填排序确定用于装填所述第一虚拟道具的新的目标第二虚拟道具,包括:
    若被卸载的第二虚拟道具为所述装填排序中排序靠前的第二虚拟道具,则将所述装填排序中位于当前所装填的所述第二虚拟道具之后的第二虚拟道具确定为新的目标第二虚拟道具;
    若被卸载的第二虚拟道具不是所述装填排序中排序靠前的第二虚拟道具,则将所述装填排序 中排序靠前的第二虚拟道具确定为新的目标第二虚拟道具。
  15. 一种游戏中虚拟道具的控制装置,应用于终端设备,所述终端设备提供一图形用户界面,所述图形用户界面包括第一虚拟道具,所述控制装置包括:
    显示模块,用于响应针对功能控件的触控操作,显示多个第二虚拟道具标识;所述第二虚拟道具标识所表征的第二虚拟道具用于与所述第一虚拟道具组合使用;不同的第二虚拟道具标识所表征的第二虚拟道具配置有不同的道具参数;
    排序模块,用于响应针对多个第二虚拟道具标识的顺序调整操作,调整多个第二虚拟道具标识的排序,并根据调整后的所述多个第二虚拟道具标识的排序,确定所述多个第二虚拟道具标识分别对应的第二虚拟道具在装填所述第一虚拟道具时的装填排序;
    装填模块,用于按照所述装填排序确定用于装填所述第一虚拟道具的目标第二虚拟道具,并控制所述目标第二虚拟道具装填至所述第一虚拟道具。
  16. 一种计算机设备,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现上述权利要求1-14中任一项所述的方法的步骤。
  17. 一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行上述权利要求1-14中任一项所述的方法的步骤。
PCT/CN2023/086531 2022-11-02 2023-04-06 一种游戏中虚拟道具的控制方法、控制装置、设备和介质 WO2024093131A1 (zh)

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