CN111744175A - Method and device for operating and controlling in-game and out-game properties - Google Patents
Method and device for operating and controlling in-game and out-game properties Download PDFInfo
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- 238000000034 method Methods 0.000 title claims abstract description 61
- 230000004044 response Effects 0.000 claims abstract description 13
- 230000004308 accommodation Effects 0.000 claims description 14
- 238000004590 computer program Methods 0.000 claims description 7
- 230000001276 controlling effect Effects 0.000 abstract description 29
- 238000010586 diagram Methods 0.000 description 19
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- 238000005859 coupling reaction Methods 0.000 description 3
- 230000006870 function Effects 0.000 description 2
- 101100521345 Mus musculus Prop1 gene Proteins 0.000 description 1
- 108700017836 Prophet of Pit-1 Proteins 0.000 description 1
- 229940035676 analgesics Drugs 0.000 description 1
- 239000000730 antalgic agent Substances 0.000 description 1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02P—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
- Y02P90/00—Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
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Abstract
The application relates to the technical field of games, in particular to a method and a device for operating and controlling properties in and out of a game. This application shows knapsack stage property list on graphical user interface through the operation of opening of response stage property knapsack to when showing knapsack stage property list, the operation of calling out of response swift stage property list shows swift stage property list on graphical user interface, and further, the operation of binding between first target stage property and the swift stage property list to among the knapsack stage property list is responded, can add first target stage property to in the swift stage property list. Therefore, the player can directly release the quick props through the quick prop list in subsequent game play by adding the props to be used in the prop backpack to the quick prop list, the operation cost of the player can be reduced, and the efficiency of prop skill release is improved.
Description
Technical Field
The application relates to the technical field of games, in particular to a method and a device for operating and controlling properties in and out of a game.
Background
The Shooting game is a game for completing a target by using Shooting as a path, and is classified into a First Person Shooting game (FPS) and a Third Person Shooting game (TPS) according to game view angles.
In the game of shooting games, players usually use the prop shortcut wheel to put in various types of props, so as to quickly release the skills of different props, and improve the probability of winning game wins. However, to the release of the props in the virtual props backpack of the player, the player needs to open the props backpack to select the props to be used, and operate the props taken out to release the skills.
Disclosure of Invention
In view of this, the embodiments of the present application provide at least a method and a device for controlling operation of an in-game or out-game property, which can reduce the operation cost of a player and improve the efficiency of releasing the property skill.
The application mainly comprises the following aspects:
in a first aspect, an embodiment of the present application provides a method for controlling prop operation in a game, where the method includes:
responding to an opening operation of a prop backpack, and displaying a backpack prop list on a graphical user interface, wherein the prop backpack is a virtual accommodation space in the game, the virtual accommodation space is used for accommodating virtual props of target game characters, and the backpack prop list is used for displaying the virtual props in the prop backpack;
when the backpack prop list is displayed, responding to the calling-out operation of the shortcut prop list, and displaying the shortcut prop list on the graphical user interface, wherein the shortcut prop list comprises shortcut props which are virtual props determined from the prop backpack;
responding to a binding operation between a first target prop in the backpack prop list and the shortcut prop list, and adding the first target prop to the shortcut prop list.
In a possible embodiment, when displaying the backpack prop list, in response to a call-out operation of a shortcut prop list, displaying the shortcut prop list on the graphical user interface includes:
when the backpack prop list is displayed, responding to selection operation aiming at the first target prop in the backpack prop list, controlling the first target prop to present a selected state, and determining a target area of the first target prop in the backpack prop list;
and when the first target prop is in a selected state, responding to the calling-out operation of the shortcut prop list, and controlling the center of the shortcut prop list to be in the target area to be displayed on the graphical user interface.
In a possible implementation manner, the shape of the shortcut property list is circular, and the center of the shortcut property list is a circle center.
In a possible embodiment, the exhalation maneuver comprises one of the following maneuvers:
pressing a calling key aiming at the shortcut prop list for a preset duration; and clicking the calling key of the shortcut prop list.
In one possible implementation manner, the shortcut property list comprises a plurality of shortcut release areas, and each shortcut release area is used for displaying a shortcut property; the response is to a binding operation between a first target prop in the backpack prop list and the shortcut prop list, and the adding the first target prop to the shortcut prop list includes:
responding to a binding operation between the first target prop and a target shortcut release area in the shortcut prop list;
and adding the first target prop into the target shortcut release area in the shortcut prop list.
In a possible implementation manner, if a second target prop is displayed in the target quick release area; the adding the first target prop into the target shortcut release area in the shortcut prop list includes:
moving the first target prop in the backpack prop list to the target quick release area, and moving the second target prop in the target quick release area to the backpack prop list.
In one possible implementation, if no prop is displayed in the target quick release area; the adding the first target prop into the target shortcut release area in the shortcut prop list includes:
and after the first target prop in the backpack prop list is moved to the target quick release area, deleting the first target prop from the backpack prop list.
In one possible embodiment, after the shortcut item list is presented on the graphical user interface, the method further comprises:
responding to an adding operation of a quick release area aiming at the quick prop list, and adding the quick release area at an adding position indicated by the adding operation;
and the adding position is a position between any two adjacent quick release areas in the quick prop list.
In one possible embodiment, the method further comprises:
responding to the calling operation of a quick property list when the property backpack is in a closed state, and displaying the quick property list on the graphical user interface;
and responding to the selected operation aiming at a third target prop in the quick prop list, and releasing prop skills corresponding to the third target prop.
In one possible embodiment, after the adding the first target prop to the shortcut prop list, the method further comprises:
and updating the quick props displayed in the quick prop list.
In a second aspect, an embodiment of the present application further provides a game outer prop operation control method, where the method includes:
responding to the selection operation of a target quick release area in a quick prop list, and controlling the target quick release area to present a selected state;
responding to a click operation aiming at a target prop held by a target virtual character, and adding the target prop to the target quick release area.
In one possible implementation manner, the shortcut property list comprises a plurality of shortcut release areas, and each shortcut release area is used for displaying a shortcut property; the responding to the click operation of the target prop held by the target virtual character, and adding the target prop to the target quick release area comprises the following steps:
responding to the binding operation between the target prop held by the target virtual character and the target shortcut release area in the shortcut prop list;
and adding the target prop into the target shortcut release area in the shortcut prop list.
In a third aspect, an embodiment of the present application provides an in-game prop operation control device, where the device includes:
the first display module is used for responding to the opening operation of a prop backpack and displaying a backpack prop list on a graphical user interface, wherein the prop backpack is a virtual accommodation space in the game, the virtual accommodation space is used for accommodating virtual props of target game characters, and the backpack prop list is used for displaying the virtual props in the prop backpack;
the second display module is used for responding to the calling-out operation of the shortcut prop list and displaying the shortcut prop list on the graphical user interface when the backpack prop list is displayed, wherein the shortcut prop list comprises shortcut props, and the shortcut props are virtual props determined from the prop backpack;
and the adding module is used for responding to the binding operation between the first target prop in the backpack prop list and the shortcut prop list and adding the first target prop to the shortcut prop list.
In one possible embodiment, the second display module comprises:
the determining unit is used for responding to the selection operation aiming at the first target prop in the backpack prop list when the backpack prop list is displayed, controlling the first target prop to present a selected state, and determining a target area of the first target prop in the backpack prop list;
and the control unit is used for responding to the calling-out operation of the shortcut prop list when the first target prop is in the selected state, and controlling the center of the shortcut prop list to be in the target area to be displayed on the graphical user interface.
In a possible implementation manner, the shape of the shortcut property list is circular, and the center of the shortcut property list is a circle center.
In a possible embodiment, the exhalation maneuver comprises one of the following maneuvers:
pressing a calling key aiming at the shortcut prop list for a preset duration; and clicking the calling key of the shortcut prop list.
In one possible implementation manner, the shortcut property list comprises a plurality of shortcut release areas, and each shortcut release area is used for displaying a shortcut property; the adding module comprises:
the binding unit is used for responding to the binding operation between the first target prop and a target shortcut release area in the shortcut prop list;
and the adding unit is used for adding the first target prop into the target quick release area in the quick prop list.
In a possible implementation manner, if a second target prop is displayed in the target quick release area; the adding unit is used for adding the first target prop into the target quick release area according to the following steps:
moving the first target prop in the backpack prop list to the target quick release area, and moving the second target prop in the target quick release area to the backpack prop list.
In one possible implementation, if no prop is displayed in the target quick release area; the adding unit is used for adding the first target prop into the target quick release area according to the following steps:
and after the first target prop in the backpack prop list is moved to the target quick release area, deleting the first target prop from the backpack prop list.
In a possible implementation, the adding module is further configured to:
responding to an adding operation of a quick release area aiming at the quick prop list, and adding the quick release area at an adding position indicated by the adding operation;
and the adding position is a position between any two adjacent quick release areas in the quick prop list.
In a possible embodiment, the apparatus further comprises:
the third display module is used for responding to the calling-out operation of the quick prop list when the prop backpack is in a closed state, and displaying the quick prop list on the graphical user interface;
and the release module is used for responding to the selection operation aiming at the third target prop in the shortcut prop list and releasing the prop skill corresponding to the third target prop.
In a possible embodiment, the apparatus further comprises:
and the updating module is used for updating the quick props displayed in the quick prop list.
In a fourth aspect, an embodiment of the present application further provides a game outer prop operation control device, where the device includes:
the control module is used for responding to the selection operation of a target quick release area in the quick prop list and controlling the target quick release area to present a selected state;
and the adding module is used for responding to the clicking operation of the target prop held by the target virtual character and adding the target prop to the target quick release area.
In one possible implementation manner, the shortcut property list comprises a plurality of shortcut release areas, and each shortcut release area is used for displaying a shortcut property; the adding module comprises:
the binding unit is used for responding to the binding operation between the target prop held by the target virtual role and the target shortcut release area in the shortcut prop list;
and the adding unit is used for adding the target prop into the target quick release area in the quick prop list.
In a fifth aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating via the bus when the electronic device is running, the machine-readable instructions being executable by the processor to perform the steps of the in-game item operation control method of the first aspect or any one of the possible embodiments of the first aspect, and the steps of the out-of-game item operation control method of the second aspect or any one of the possible embodiments of the second aspect.
In a sixth aspect, the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and the computer program is executed by a processor to perform the steps of the in-game prop operation control method described in the first aspect or any one of the possible embodiments of the first aspect, and the steps of the out-of-game prop operation control method described in the second aspect or any one of the possible embodiments of the second aspect.
In the game match, the player can directly release the quick props through the quick prop list in the subsequent game match by adding the props to be used in the prop backpack to the quick prop list, the props to be used are selected by opening the prop backpack every time with the player in the prior art, and the props taken out are operated to release skills, so that the operation cost of the player can be reduced, and the efficiency of prop skill release is improved.
Further, the method for controlling and operating the props in the game provided by the embodiment of the application responds to the selection operation of the first target prop in the backpack prop list when the backpack prop list is displayed, controls the first target prop to present a selection state, and determines the target area of the first target prop in the backpack prop list.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
FIG. 1 is a flow chart illustrating a method for controlling the operation of props in a game according to an embodiment of the present disclosure;
FIG. 2 shows a schematic diagram of adding props in a quick prop list;
FIG. 3 shows a schematic diagram of the release of prop skills using a quick prop list;
FIG. 4 is a flow chart of a method for controlling operation of a game outer item according to an embodiment of the present application;
FIG. 5 shows another schematic diagram of adding props in a quick prop list;
FIG. 6 is a functional block diagram of a prop operation control device in a game according to an embodiment of the present disclosure;
FIG. 7 shows a functional block diagram of a second display module;
FIG. 8 shows a functional block diagram of an add module;
FIG. 9 is a second functional block diagram of a prop operation control device in a game according to an embodiment of the present disclosure;
fig. 10 is a functional block diagram showing a game appearance operation control apparatus according to an embodiment of the present application;
fig. 11 shows a schematic structural diagram of an electronic device provided in an embodiment of the present application.
Detailed Description
To make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it should be understood that the drawings in the present application are for illustrative and descriptive purposes only and are not used to limit the scope of protection of the present application. Additionally, it should be understood that the schematic drawings are not necessarily drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow diagrams may be performed out of order, and that steps without logical context may be performed in reverse order or concurrently. One skilled in the art, under the guidance of this application, may add one or more other operations to, or remove one or more operations from, the flowchart.
In addition, the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
To enable those skilled in the art to utilize the present disclosure, the following embodiments are presented in conjunction with a specific application scenario, "prop operation control," which it would be apparent to those skilled in the art that the general principles defined herein may be applied to other embodiments and application scenarios without departing from the spirit and scope of the present disclosure.
The method, apparatus, electronic device or computer-readable storage medium described in this embodiment of the present application may be applied to any scenario where a property operation needs to be performed, and this embodiment of the present application does not limit a specific application scenario, and any scheme that uses the in-game and out-of-game property operation control method and apparatus provided in this embodiment of the present application is within the scope of protection of the present application.
It is worth noting that before this application proposes, to the release of stage property in the virtual stage property knapsack of player, the player needs to open the stage property knapsack and select the stage property that waits to use to the stage property that the operation was taken out carries out the skill release, adopts this kind of mode, and player's operating cost, operating efficiency are all lower, and, compare with the release of using the swift rim plate of stage property to stage property skill, the efficiency of stage property skill release is lower.
In order to solve the problems, the backpack prop list is displayed on the graphical user interface by responding to the opening operation of the prop backpack, the calling operation of the quick prop list is responded when the backpack prop list is displayed, the quick prop list is displayed on the graphical user interface, furthermore, the binding operation between a first target prop in the backpack prop list and the quick prop list is responded, and the first target prop can be added into the quick prop list. Therefore, the player can directly release the quick props through the quick prop list in subsequent game play by adding the props to be used in the prop backpack to the quick prop list, the operation cost of the player can be reduced, and the efficiency of prop skill release is improved.
For the convenience of understanding of the present application, the technical solutions provided in the present application will be described in detail below with reference to specific embodiments.
Fig. 1 is a flowchart of a method for controlling operation of a prop in a game according to an embodiment of the present application. As shown in fig. 1, the method for controlling the operation of a prop in a game provided in the embodiment of the present application is applied to a terminal device, and includes the following steps:
s101: responding to the opening operation of the prop backpack, and displaying a backpack prop list on a graphical user interface, wherein the prop backpack is a virtual accommodation space in the game, the virtual accommodation space is used for accommodating virtual props of target game characters, and the backpack prop list is used for displaying the virtual props in the prop backpack.
In a specific implementation, in a game match, in response to an opening operation of a prop backpack for a target virtual character, a backpack prop list of the prop backpack is displayed on a graphical user interface, where the opening operation may be that a player triggers an opening button of the prop backpack in the graphical user interface of a terminal device, and after the opening button of the prop backpack for the target virtual character is triggered, the backpack prop list of the prop backpack is displayed on the graphical user interface.
It should be noted that the method for controlling the operation of the prop in the game provided by the embodiment of the present application is applied to a terminal device, a game picture is displayed on a graphical user interface of the terminal device, the game picture includes a game scene, and the game scene includes a prop backpack of a target virtual character.
Here, the target virtual character in the game scene is an object manipulated by the player in the game, the target virtual character has a prop backpack, a virtual prop collected by the player-controlled target virtual character is loaded in the prop backpack, and a backpack prop list of the prop backpack can show the virtual props in the prop backpack and the name of each virtual prop, wherein the virtual props are such as medical cases, first aid kits, bandages, analgesics, energy drinks, bullets, and the like.
The terminal device can be a personal computer, and the terminal device can be inserted into an external device, such as a mouse, a keyboard, a game handle and the like.
S102: and when the backpack prop list is displayed, responding to the calling-out operation of the shortcut prop list, and displaying the shortcut prop list on the graphical user interface, wherein the shortcut prop list comprises the shortcut props, and the shortcut props are virtual props determined from the prop backpack.
In specific implementation, when a backpack prop list of a prop backpack of a target virtual character is displayed, if a call-out operation for the shortcut prop list is received at this time, the shortcut prop list is directly displayed on a graphical user interface, wherein the shortcut prop list is a device for adding a virtual prop in a prop backpack, and the shortcut prop list can be displayed at any position on the graphical interface close to the backpack prop list.
Here, the shortcut property list is used to carry a shortcut property, the shortcut property is a virtual property determined from a property backpack, and generally, the shortcut property in the shortcut property list is added to the shortcut property list by selecting the virtual property from the property backpack during game play of a user (player).
Further, a quick prop list can be displayed in a target area corresponding to the first target prop in the backpack prop list, so that the operation of a player can be facilitated, the player can more conveniently and quickly add the first target prop in the backpack prop list to the quick prop list, that is, when the backpack prop list is displayed in step S102, the calling-out operation of the quick prop list is responded, and the quick prop list is displayed on the graphical user interface, which includes the following steps:
when the backpack prop list is displayed, responding to selection operation aiming at the first target prop in the backpack prop list, controlling the first target prop to present a selected state, and determining a target area of the first target prop in the backpack prop list; and when the first target prop is in a selected state, responding to the calling-out operation of the shortcut prop list, and controlling the center of the shortcut prop list to be in the target area to be displayed on the graphical user interface.
In specific implementation, when a backpack prop list of a prop backpack of a target virtual character is displayed, a selection operation for a first target prop in the backpack prop list is responded, so that the first target prop presents a selected state on a graphical user interface, a target area of the first target prop in the backpack prop list is determined, and then, after a call-out operation for the shortcut prop list is received, the shortcut prop list is controlled to be displayed at a position close to the first target prop, specifically, the center of the shortcut prop list can be positioned at the target area and displayed on the graphical user interface.
Here, the shape of the shortcut property list may be circular, and then, the center of the shortcut property list is a center of a circle, the shortcut property list is displayed at a target area of the selected first target property, and the center of the shortcut property list is located at the target area, so that, since the first target property is closer to the shortcut property list, a player can conveniently add the first target property in the backpack property list to the shortcut property list.
Here, the shortcut item list may be called out in various manners, that is, the calling out operation of calling out the shortcut item list includes one of the following operations:
pressing a calling key aiming at the shortcut prop list for a preset duration; and clicking the calling key of the shortcut prop list.
S103: responding to a binding operation between a first target prop in the backpack prop list and the shortcut prop list, and adding the first target prop to the shortcut prop list.
In specific implementation, after a backpack prop list of a prop backpack of a target virtual character and a quick prop list for adding props are displayed on a graphical user interface, if a binding operation between a first target prop in the backpack prop list and the quick prop list is received, a first target prop in the prop backpack list is added to the quick prop list, wherein the binding operation between the first target prop and the quick prop list is used for indicating that the first target prop is added to the quick prop list.
It should be noted that, in game play, a player determines a consumption item policy to be used next according to items already collected in an item backpack of a target virtual character controlled by the player, and then, in game play, the player can add a virtual item to be used in the item backpack to a shortcut item list at any time, so that the player does not need to open the item backpack to select the item to be used at each time, and operates the taken virtual item to release skills, and the scheme can realize that the shortcut item is directly released through the shortcut item list in subsequent game play, thereby reducing the operation cost of the player and improving the efficiency of item skill release.
Further, the shortcut property list includes a plurality of shortcut release areas, each shortcut release area is used for displaying a shortcut property, and a process of adding a first target property in the backpack property list to the shortcut property list is described below, that is, in step S103, in response to a binding operation between the first target property in the backpack property list and the shortcut property list, the step of adding the first target property to the shortcut property list includes the following steps:
responding to a binding operation between the first target prop and a target shortcut release area in the shortcut prop list; and adding the first target prop into the target shortcut release area in the shortcut prop list.
In specific implementation, after the first target prop is selected in the backpack prop list and the shortcut prop list is displayed, if a selection of a target shortcut release area in the shortcut prop list is received, the player can click the target shortcut release area, that is, the first target prop is added to the target shortcut release area in the shortcut prop list in response to a binding operation between the first target prop and the target shortcut release area in the shortcut prop list, where the target shortcut release area is any one of the plurality of shortcut release areas selected by the player in the shortcut prop list.
Further, before the first target prop in the backpack prop list is added to the target quick release area in the quick prop list, the quick prop may be displayed in the target quick release, or may be empty, and the following description is respectively given for two situations:
the first condition is as follows: a second target prop is displayed in the target quick release area, and the first target prop is added into the target quick release area in the quick prop list, and the method comprises the following steps:
moving the first target prop in the backpack prop list to the target quick release area, and moving the second target prop in the target quick release area to the backpack prop list.
In specific implementation, if a second target prop is displayed in the target quick release area, the second target prop in the target quick release area is replaced with the first target prop in the backpack prop list, that is, the first target prop in the backpack prop list is moved to the target quick release area, and the second target prop in the target quick release area is moved to the backpack prop list.
Case two: the method comprises the following steps that a shortcut property is not displayed in a target shortcut release area, and the first target property is added into the target shortcut release area in the shortcut property list, and comprises the following steps:
and after the first target prop in the backpack prop list is moved to the target quick release area, deleting the first target prop from the backpack prop list.
In specific implementation, if no prop is displayed in the target quick release area, the first target prop in the backpack prop list is directly moved to the target quick release area, and the first target prop is deleted from the backpack prop list.
In addition, this application still provides the operation that can increase the swift release district in the swift stage property list, like this, when the swift release district in the swift stage property list was not enough the player to use, the player can add swift release district by oneself to show more stages property, specifically, show on the graphical user interface behind the swift stage property list, still include following step:
responding to an adding operation of a quick release area aiming at the quick prop list, and adding the quick release area at an adding position indicated by the adding operation; and the adding position is a position between any two adjacent quick release areas in the quick prop list.
In specific implementation, after the first prop shortcut device is displayed on the graphical user interface, in response to an adding operation of the shortcut release area for the shortcut prop list, the shortcut release area is added at an adding position indicated by the adding operation, and generally, the position of the added shortcut release area is a position between any two adjacent shortcut release areas in the shortcut prop list.
Fig. 2 shows a schematic diagram of adding props in a quick prop list, and a backpack prop list and the quick prop list are shown on a graphical user interface in fig. 2, where the backpack prop list includes prop 1, prop 2, prop 3, prop 4, prop 5, prop 6, and prop 7, and prop 4 is selected, that is, prop 4 is a first target prop; the shortcut property list comprises a plurality of shortcut release areas, and the target shortcut release area is a release area which is selected from the shortcut property list and used for adding the property 4.
With reference to the picture shown in fig. 2, when the backpack prop list is displayed, if a selection operation for the prop 4 is received, the prop 4 is enabled to present a selected state on the backpack prop list, the selected state can present a hovering state effect, at this time, after the call-out operation for the quick prop list is responded, specifically, the call-out operation can be an operation of long-pressing a call-out button of the quick prop list, the quick prop list is displayed at a target area where the prop 4 is located, and if a binding operation for the prop 4 and a target quick release area is received at this time, the binding operation can be used for a player to control an external device to slide to the target quick release area in the quick prop list, and then the prop 4 is added to the target quick release area of the quick prop list.
It should be noted that, in the present application, skill release of the prop and addition of the prop are distinguished, and for the case of adding the prop, specifically, under the case that the prop backpack is opened, a quick prop list for adding the virtual prop is called out; for the case of the release of the skill of the prop, specifically, in the case that the prop backpack is not opened, that is, in the case that the prop backpack is closed, the exhaled is a quick prop list for releasing the skill of the prop. Here, the calling operation of the shortcut item list in the two cases may be the same, but the calling time is different, and the function and the use of the called shortcut item list may be determined according to the calling time.
Here, the display of the shortcut prop lists under two conditions is compared, the layout of the shortcut release areas in the shortcut prop lists under two conditions is the same, and the shortcut props displayed by the shortcut release areas in the shortcut prop lists under two conditions are consistent, but the size of the shortcut prop list for releasing props is larger than that of the shortcut prop list for adding props, so when the display is performed on a graphical user interface, the shortcut prop list with a smaller size can be matched with that of the backpack prop list, the prop is more suitable for adding props, the shortcut prop list with a larger size is set, and a player can conveniently and quickly find props to be released by skill.
Furthermore, the consistency of the quick props in the quick prop lists under the two conditions needs to be maintained in real time, and then after the first target prop is added into the quick prop list for adding props, the props displayed in the quick prop list for adding props are updated by contrasting props displayed in each quick release area in the quick prop list for adding props, namely, the first target prop is also added into the quick prop list for releasing props, so that the consistency of the quick props in the quick prop lists under the two conditions is realized.
Further, the following description is provided on the use process of the shortcut property list, and when the property backpack is in a closed state, the calling-out operation of the shortcut property list is responded, and the shortcut property list is displayed on the graphical user interface; and responding to the selected operation aiming at a third target prop in the quick prop list, and releasing prop skills corresponding to the third target prop.
In specific implementation, when the prop backpack of the target virtual character is in a closed state, a calling-out operation for the shortcut prop list is responded, the shortcut prop list for releasing props is displayed on the graphical user interface, and prop skills corresponding to the third target props are released after a selection operation for the third target props in the shortcut prop list is received.
Here, only when the prop backpack is in a closed state, the calling operation of the quick prop list is responded, and the calling is the quick prop list for releasing the prop skill; and if the prop backpack is in an open state, responding to the calling operation of the quick prop list, and calling the quick prop list for releasing the prop skill.
Fig. 3 shows a schematic diagram of using a quick property list to release property skills, fig. 3 shows a quick property list, where the quick property list includes property a, property b, property c, property d, property e, and property f, where property a is selected, that is, property a is a third target property, and further, the property skill of property a is released, where the remaining number of properties is also shown below each property, for example, there are 4 properties a; the player can call the shortcut prop list for releasing the prop skill by long pressing a keyboard key or a handle key for calling the shortcut prop list, the prop can be selected by sliding to the direction, and the prop skill of the prop can be immediately released by releasing the key.
In the embodiment of the application, the backpack prop list is displayed on the graphical user interface by responding to the opening operation of the prop backpack, the calling operation of the quick prop list is responded when the backpack prop list is displayed, the quick prop list is displayed on the graphical user interface, furthermore, the binding operation between a first target prop in the backpack prop list and the quick prop list is responded, and the first target prop can be added into the quick prop list. Therefore, the player can directly release the quick props through the quick prop list in subsequent game play by adding the props to be used in the prop backpack to the quick prop list, the operation cost of the player can be reduced, and the efficiency of prop skill release is improved.
Fig. 4 shows a flowchart of a method for controlling operation of an out-of-game item provided in an embodiment of the present application, and as shown in fig. 4, the method for controlling operation of an out-of-game item provided in an embodiment of the present application is applied to a terminal device, a shortcut item list and at least one item held by a target virtual character are displayed on a graphical setting interface of the terminal device, and the method for controlling operation of an out-of-game item includes the following steps:
s401: and responding to the selection operation of a target quick release area in the quick prop list, and controlling the target quick release area to present a selected state.
S402: responding to a click operation aiming at a target prop held by a target virtual character, and adding the target prop to the target quick release area.
In specific implementation, outside a game play center, when a setting page of the shortcut property list is opened, the shortcut property list and at least one property held by the target virtual character are displayed on a graphical setting interface, and the target property is added to the target shortcut release area in response to a click operation on the target property held by the target virtual character.
It should be noted that, the property corresponding to each quick release area in the quick property list is adjusted by setting, specifically, a setting page of the quick property list is opened, one quick release area in the setting page is selected, so that the target quick release area is in a selected state, and at least one property held by the target virtual character is clicked again, so that the property replacement can be completed.
In one possible implementation manner, the shortcut property list comprises a plurality of shortcut release areas, and each shortcut release area is used for displaying a shortcut property; in S402, the step of adding the target item to the target quick release area in response to the click operation on the target item held by the target virtual character includes the following steps:
responding to the binding operation between the target prop held by the target virtual character and the target shortcut release area in the shortcut prop list; and adding the target prop into the target shortcut release area in the shortcut prop list.
Fig. 5 shows another schematic diagram of adding a property in a quick property list, and a display area with the quick property list and a property held by a target virtual character is displayed on the graphical setting interface of fig. 5, where the quick property list includes 6 quick release areas, each quick release area displays a property, and the quick property list includes property 1, property 2, property 3, property 4, property 5, and property 6; the display area of the prop held by the target virtual character displays a prop a and a prop b. Here, if the property 2 in the shortcut property list and the property a displayed in the display area of the property held by the target virtual character are selected, the property 2 and the property a are replaced.
Based on the same application concept, the embodiment of the present application further provides an in-game prop operation control device corresponding to the in-game prop operation control method provided in the above embodiment, and as the principle of solving the problem by the device in the embodiment of the present application is similar to the method in the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and repeated details are not repeated.
As shown in fig. 6 to 9, fig. 6 is a functional block diagram of a prop operation control device 600 in a game according to an embodiment of the present application; FIG. 7 shows a functional block diagram of a second presentation module 620; FIG. 8 shows a functional block diagram of the add module 630; fig. 9 shows a second functional block diagram of a prop operation control device 600 in a game according to an embodiment of the present application.
As shown in fig. 6, the in-game item operation control apparatus 600 is applied to a terminal device, a game picture is displayed on a graphical user interface of the terminal device, the game picture includes a game scene, the game scene includes an item backpack of a target virtual character, and the in-game item operation control apparatus 600 includes:
a first display module 610, configured to display a backpack prop list on a graphical user interface in response to an opening operation of a prop backpack, where the prop backpack is a virtual accommodation space in the game, the virtual accommodation space is used to accommodate a virtual prop of a target game character, and the backpack prop list is used to display a virtual prop in the prop backpack;
a second display module 620, configured to respond to a call-out operation of the shortcut property list when displaying the backpack property list, and display the shortcut property list on the graphical user interface, where the shortcut property list includes a shortcut property, and the shortcut property is a virtual property determined from the property backpack;
an adding module 630, configured to respond to a binding operation between a first target prop in the backpack prop list and the quick prop list, and add the first target prop to the quick prop list.
In one possible embodiment, as shown in fig. 7, the second display module 620 includes:
a determining unit 621, configured to, when the backpack prop list is displayed, respond to a selection operation for the first target prop in the backpack prop list, control the first target prop to present a selected state, and determine a target area of the first target prop in the backpack prop list;
a control unit 622, configured to respond to the call-out operation of the shortcut property list when the first target property is in the selected state, and control the center of the shortcut property list to be in the target area and displayed on the graphical user interface.
In a possible implementation manner, the shape of the shortcut property list is circular, and the center of the shortcut property list is a circle center.
In a possible embodiment, the exhalation maneuver comprises one of the following maneuvers:
pressing a calling key aiming at the shortcut prop list for a preset duration; and clicking the calling key of the shortcut prop list.
In a possible implementation manner, as shown in fig. 8, the shortcut property list includes a plurality of shortcut release areas, and each shortcut release area is used for displaying a shortcut property; the adding module 630 includes:
a binding unit 631, configured to respond to a binding operation between the first target prop and a target shortcut release area in the shortcut prop list;
an adding unit 632, configured to add the first target prop to the target shortcut release area in the shortcut prop list.
In one possible implementation, as shown in fig. 8, if a second target prop is displayed in the target quick release area; the adding unit 632 is configured to add the first target prop to the target quick release area according to the following steps:
moving the first target prop in the backpack prop list to the target quick release area, and moving the second target prop in the target quick release area to the backpack prop list.
In one possible embodiment, as shown in fig. 8, if no prop is displayed in the target quick release area; the adding unit 632 is configured to add the first target prop to the target quick release area according to the following steps:
and after the first target prop in the backpack prop list is moved to the target quick release area, deleting the first target prop from the backpack prop list.
In a possible implementation, as shown in fig. 6, the adding module 630 is further configured to:
responding to an adding operation of a quick release area aiming at the quick prop list, and adding the quick release area at an adding position indicated by the adding operation;
and the adding position is a position between any two adjacent quick release areas in the quick prop list.
In one possible embodiment, as shown in fig. 9, the in-game item operation control apparatus 600 further includes:
a third display module 640, configured to respond to a call-out operation of a shortcut property list when the property backpack is in a closed state, and display the shortcut property list on the graphical user interface;
and the release module 650 is configured to respond to a selection operation for a third target prop in the shortcut prop list, and release a prop skill corresponding to the third target prop.
In one possible embodiment, the in-game item operation control apparatus 600 further includes:
and the updating module 660 is used for updating the quick props displayed in the quick prop list.
In the embodiment of the application, the backpack prop list is displayed on the graphical user interface by responding to the opening operation of the prop backpack, the calling operation of the quick prop list is responded when the backpack prop list is displayed, the quick prop list is displayed on the graphical user interface, furthermore, the binding operation between a first target prop in the backpack prop list and the quick prop list is responded, and the first target prop can be added into the quick prop list. Therefore, the player can directly release the quick props through the quick prop list in subsequent game play by adding the props to be used in the prop backpack to the quick prop list, the operation cost of the player can be reduced, and the efficiency of prop skill release is improved.
As shown in fig. 10, fig. 10 is a functional block diagram of a device 1000 for controlling operation of an out-of-game item provided in an embodiment of the present application, where the device 1000 for controlling operation of an out-of-game item is applied to a terminal device, a shortcut item list and at least one item held by a target virtual character are displayed on a graphical setting interface of the terminal device, and the device 1000 for controlling operation of an out-of-game item includes:
the control module 1001 is used for responding to a selection operation of a target quick release area in a quick prop list and controlling the target quick release area to present a selected state;
an adding module 1002, configured to respond to a click operation on a target item held by a target virtual character, and add the target item to the target quick release area.
Based on the same application concept, referring to fig. 11, a schematic structural diagram of an electronic device 1100 provided in an embodiment of the present application includes: the system comprises a processor 1101, a memory 1102 and a bus 1103, wherein the memory 1102 stores machine-readable instructions executable by the processor 1101, when the electronic device 1100 runs, the processor 1101 communicates with the memory 1102 through the bus 1103, and when the machine-readable instructions are run by the processor 1101, the machine-readable instructions execute the steps of the in-game item operation control method or the out-of-game item operation control method according to any one of the embodiments.
In particular, the machine readable instructions, when executed by the processor 1101, may perform the following:
responding to an opening operation of a prop backpack, and displaying a backpack prop list on a graphical user interface, wherein the prop backpack is a virtual accommodation space in the game, the virtual accommodation space is used for accommodating virtual props of target game characters, and the backpack prop list is used for displaying the virtual props in the prop backpack;
when the backpack prop list is displayed, responding to the calling-out operation of the shortcut prop list, and displaying the shortcut prop list on the graphical user interface, wherein the shortcut prop list comprises shortcut props which are virtual props determined from the prop backpack;
responding to a binding operation between a first target prop in the backpack prop list and the shortcut prop list, and adding the first target prop to the shortcut prop list.
In particular, the machine readable instructions, when executed by the processor 1101, may further perform the following:
responding to the selection operation of a target quick release area in a quick prop list, and controlling the target quick release area to present a selected state;
responding to a click operation aiming at a target prop held by a target virtual character, and adding the target prop to the target quick release area.
Based on the same application concept, an embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the computer program executes the steps of the in-game item operation control method or the out-of-game item operation control method provided in the foregoing embodiment.
Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, and the like, when a computer program on the storage medium is run, the method for controlling the operation of the props in the game can be executed, and the props to be used in the prop backpack can be added to the quick prop list, so that the props can be directly released through the quick prop list in subsequent game play, the operation cost of a player can be reduced, and the efficiency of releasing the prop skills can be improved.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the system and the apparatus described above may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again. In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solutions of the present application may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the methods described in the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
The above description is only for the specific embodiments of the present application, but the scope of the present application is not limited thereto, and any person skilled in the art can easily conceive of the changes or substitutions within the technical scope of the present application, and shall be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.
Claims (15)
1. A method for controlling the operation of props in a game, which is characterized by comprising the following steps:
responding to an opening operation of a prop backpack, and displaying a backpack prop list on a graphical user interface, wherein the prop backpack is a virtual accommodation space in the game, the virtual accommodation space is used for accommodating virtual props of target game characters, and the backpack prop list is used for displaying the virtual props in the prop backpack;
when the backpack prop list is displayed, responding to the calling-out operation of the shortcut prop list, and displaying the shortcut prop list on the graphical user interface, wherein the shortcut prop list comprises shortcut props which are virtual props determined from the prop backpack;
responding to a binding operation between a first target prop in the backpack prop list and the shortcut prop list, and adding the first target prop to the shortcut prop list.
2. The method of claim 1, wherein displaying the quick item list on the graphical user interface in response to a call-out operation of the quick item list while displaying the backpack item list comprises:
when the backpack prop list is displayed, responding to selection operation aiming at the first target prop in the backpack prop list, controlling the first target prop to present a selected state, and determining a target area of the first target prop in the backpack prop list;
and when the first target prop is in a selected state, responding to the calling-out operation of the shortcut prop list, and controlling the center of the shortcut prop list to be in the target area to be displayed on the graphical user interface.
3. The method according to claim 2, wherein the shape of the shortcut prop list is circular, and the center of the shortcut prop list is the center of a circle.
4. The method of claim 1, wherein the exhalation maneuver comprises one of:
pressing a calling key aiming at the shortcut prop list for a preset duration; and clicking the calling key of the shortcut prop list.
5. The method according to claim 1, wherein the shortcut property list comprises a plurality of shortcut release areas, each shortcut release area being used for displaying a shortcut property; the response is to a binding operation between a first target prop in the backpack prop list and the shortcut prop list, and the adding the first target prop to the shortcut prop list includes:
responding to a binding operation between the first target prop and a target shortcut release area in the shortcut prop list;
and adding the first target prop into the target shortcut release area in the shortcut prop list.
6. The method of claim 5, wherein if a second target prop is displayed in the target quick release area; the adding the first target prop into the target shortcut release area in the shortcut prop list includes:
moving the first target prop in the backpack prop list to the target quick release area, and moving the second target prop in the target quick release area to the backpack prop list.
7. The method of claim 5, wherein if no prop is displayed in the target quick release zone; the adding the first target prop into the target shortcut release area in the shortcut prop list includes:
and after the first target prop in the backpack prop list is moved to the target quick release area, deleting the first target prop from the backpack prop list.
8. The method of claim 5, wherein after presenting the list of shortcut items on the graphical user interface, the method further comprises:
responding to an adding operation of a quick release area aiming at the quick prop list, and adding the quick release area at an adding position indicated by the adding operation;
and the adding position is a position between any two adjacent quick release areas in the quick prop list.
9. The method of claim 1, further comprising:
when the prop backpack is in a closed state, responding to the calling-out operation of the shortcut prop list, and displaying the shortcut prop list on the graphical user interface;
and responding to the selected operation aiming at a third target prop in the quick prop list, and releasing prop skills corresponding to the third target prop.
10. The method of claim 9, wherein after the adding the first target prop to the list of shortcut props, the method further comprises:
and updating the quick props displayed in the quick prop list.
11. A game outer prop operation control method is characterized by comprising the following steps:
responding to the selection operation of a target quick release area in a quick prop list, and controlling the target quick release area to present a selected state;
responding to a click operation aiming at a target prop held by a target virtual character, and adding the target prop to the target quick release area.
12. An in-game item operation control apparatus, comprising:
the first display module is used for responding to the opening operation of a prop backpack and displaying a backpack prop list on a graphical user interface, wherein the prop backpack is a virtual accommodation space in the game, the virtual accommodation space is used for accommodating virtual props of target game characters, and the backpack prop list is used for displaying the virtual props in the prop backpack;
the second display module is used for responding to the calling-out operation of the shortcut prop list and displaying the shortcut prop list on the graphical user interface when the backpack prop list is displayed, wherein the shortcut prop list comprises shortcut props, and the shortcut props are virtual props determined from the prop backpack;
and the adding module is used for responding to the binding operation between the first target prop in the backpack prop list and the shortcut prop list and adding the first target prop to the shortcut prop list.
13. A play item operation control apparatus, characterized in that the apparatus comprises:
the control module is used for responding to the selection operation of a target quick release area in the quick prop list and controlling the target quick release area to present a selected state;
and the adding module is used for responding to the clicking operation of the target prop held by the target virtual character and adding the target prop to the target quick release area.
14. An electronic device, comprising: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating over the bus when the electronic device is operated, the machine-readable instructions when executed by the processor performing the steps of the in-game prop operation control method of any one of claims 1 to 10 or performing the steps of the out-of-game prop operation control method of claim 11.
15. A computer-readable storage medium, having stored thereon, a computer program for performing, when executed by a processor, the steps of the in-game item operation control method of any one of claims 1 to 10, or the steps of the out-of-game item operation control method of claim 11.
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CN113413597A (en) * | 2021-06-21 | 2021-09-21 | 网易(杭州)网络有限公司 | Virtual item assembling method and device, computer equipment and storage medium |
CN113413597B (en) * | 2021-06-21 | 2024-07-09 | 网易(杭州)网络有限公司 | Virtual prop assembling method and device, computer equipment and storage medium |
CN113975803B (en) * | 2021-10-28 | 2023-08-25 | 腾讯科技(深圳)有限公司 | Virtual character control method and device, storage medium and electronic equipment |
CN113975803A (en) * | 2021-10-28 | 2022-01-28 | 腾讯科技(深圳)有限公司 | Control method and device of virtual role, storage medium and electronic equipment |
CN114307131A (en) * | 2021-12-16 | 2022-04-12 | 网易(杭州)网络有限公司 | Game control method and device |
WO2024007606A1 (en) * | 2022-07-08 | 2024-01-11 | 网易(杭州)网络有限公司 | Virtual article display method and apparatus, computer device, and storage medium |
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