CN112774187A - Method and device for assembling weapon in game and electronic equipment - Google Patents

Method and device for assembling weapon in game and electronic equipment Download PDF

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Publication number
CN112774187A
CN112774187A CN202110145975.3A CN202110145975A CN112774187A CN 112774187 A CN112774187 A CN 112774187A CN 202110145975 A CN202110145975 A CN 202110145975A CN 112774187 A CN112774187 A CN 112774187A
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China
Prior art keywords
weapon
slot
target
user interface
graphical user
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Granted
Application number
CN202110145975.3A
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Chinese (zh)
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CN112774187B (en
Inventor
张志刚
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110145975.3A priority Critical patent/CN112774187B/en
Priority claimed from CN202110145975.3A external-priority patent/CN112774187B/en
Publication of CN112774187A publication Critical patent/CN112774187A/en
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    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • 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

Abstract

The invention provides a weapon assembling method and device in a game and electronic equipment; wherein, the method comprises the following steps: displaying alternative weapons in the graphical user interface in response to a trigger operation directed to the target weapon slot; wherein the alternate weapon comprises a weapon mountable to the target weapon slot; in response to a selected operation for a first weapon of the candidate weapons, the first weapon is mounted to the target weapon slot. Through the mode, the weapon required by the player can be assembled to the target weapon slot position without entering a backpack interface, the operation flow of assembling the weapon is simple and rapid, the consumed time is short, even if the weapon is assembled in the game process, the game does not need to be interrupted, the game continuity is ensured, and the player experience is improved.

Description

Method and device for assembling weapon in game and electronic equipment
Technical Field
The invention relates to the technical field of games, in particular to a weapon assembling method and device in games and electronic equipment.
Background
In adventure or shooting type games, player-controlled virtual characters are typically configured with backpacks and weapons slots. Wherein, the weapons in the weapon slot are weapons which are already assembled on the virtual character body and can be switched and used at any time; the weapon in the backpack is typically a player-owned weapon, and if the player wants to use the weapon in the backpack, the player needs to first fit the weapon into the weapon slot. In the related art, if a player wants to mount a weapon in a weapon slot, the player needs to open a backpack interface, select a slot in the weapon slot, and select a weapon in a backpack to mount the weapon in the slot; the weapon assembling operation flow is more, the consumed time is longer, and if the weapon is assembled in the game process, the player experience is easily influenced.
Disclosure of Invention
In view of this, the present invention provides a method and an apparatus for assembling a weapon in a game, and an electronic device, so as to simplify the operation procedure of assembling the weapon, reduce time consumption, ensure game continuity, and improve player experience.
In a first aspect, an embodiment of the present invention provides a method for assembling weapons in a game, where a graphical user interface is provided through a terminal device; the graphical user interface includes at least one weapon slot for assembling a weapon; the method comprises the following steps: displaying alternative weapons in the graphical user interface in response to a trigger operation directed to the target weapon slot; wherein the alternate weapon comprises a weapon mountable to the target weapon slot; in response to a selected operation for a first weapon of the candidate weapons, the first weapon is mounted to the target weapon slot.
The graphical user interface further comprises a game scene; the game scene is displayed on a first display level of the graphical user interface; displaying the weapon slot and the alternative weapon on a second display level of the graphical user interface; the second display level has a higher display priority than the first display level.
The weapon slot position is provided with a slot position mark corresponding to the weapon slot position; the slot position mark is used for indicating an operation mode for triggering a weapon slot position; the step of displaying an alternate weapon in the graphical user interface in response to the trigger operation for the target weapon slot includes: and responding to the first operation mode, triggering a target weapon slot position corresponding to the slot position identification indicating the first operation mode, and displaying the alternative weapon in the graphical user interface.
The first operation mode includes: pressing a designated key and continuing for a preset time; and the designated key is matched with the slot position identification corresponding to the target weapon slot position.
The triggering operation of the target weapon slot comprises: controlling a mouse cursor to move to a first display area corresponding to the target weapon slot position; or triggering the click operation of the mouse wheel in the first display area corresponding to the target weapon slot.
The step of displaying alternate weapons in the graphical user interface includes: and displaying the alternative weapon in a designated direction or a designated display area based on the target weapon slot position.
The step of displaying the candidate weapon in the designated direction or designated display area based on the target weapon slot position includes: and generating a weapon list by taking the target weapon slot position as a starting point, and displaying the alternative weapons in the weapon list.
The above weapon list comprises: a drop down list or a pull up list starting with the target weapon slot.
The step of displaying an alternate weapon in the graphical user interface in response to the trigger operation for the target weapon slot includes: responding to the trigger operation aiming at the target weapon slot position, and acquiring a weapon capable of being assembled to the target weapon slot position from a preset backpack; and determining the acquired weapon as an alternative weapon, and displaying the alternative weapon.
After the step of displaying the alternate weapon in the graphical user interface in response to the triggering operation for the target weapon slot, the method further comprises: switching the weapon to be selected from the alternative weapons in response to the movement of a mouse cursor or the rolling of a mouse roller, and displaying the weapon to be selected in a first display mode; wherein the candidate weapon is used to indicate: if the selected operation is performed for the weapon to be selected, the weapon to be selected is determined to be the first weapon.
The first display mode includes: displaying the weapon to be selected in a highlight mode; and/or setting a designated weapon identification for the weapon to be selected.
The step of mounting a first weapon in the target weapon slot in response to the selected operation of the first weapon of the candidate weapons includes: and assembling the first weapon to the target weapon slot position in response to a mouse click operation triggered in the second display area corresponding to the first weapon.
The step of mounting a first weapon in the target weapon slot in response to the selected operation of the first weapon of the candidate weapons includes: and assembling the first weapon to the target weapon slot position in response to the mouse wheel pressing operation triggered in the second display area corresponding to the first weapon.
The step of mounting the first weapon in the target weapon slot comprises: if the target weapon slot is pre-loaded with the second weapon, the second weapon is disassembled from the target weapon slot and the first weapon is assembled to the target weapon slot.
In a second aspect, an embodiment of the present invention provides a weapon assembling device in a game, which provides a graphical user interface through a terminal device; the graphical user interface includes at least one weapon slot for assembling a weapon; the device comprises: the display module is used for responding to the triggering operation aiming at the target weapon slot position and displaying the alternative weapon in the graphical user interface; wherein the alternate weapon comprises a weapon mountable to the target weapon slot; and the assembling module is used for responding to the selected operation aiming at the first weapon in the alternative weapons and assembling the first weapon to the target weapon slot position.
In a third aspect, embodiments of the present invention provide an electronic device, including a processor and a memory, where the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the weapon assembling method in the game.
In a fourth aspect, embodiments of the present invention provide a machine-readable storage medium having stored thereon machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement a method of weapon assembly in a game as described above.
The embodiment of the invention has the following beneficial effects:
according to the weapon assembling method, device and electronic equipment in the game, the graphical user interface comprises at least one weapon slot position for assembling the weapon; displaying alternative weapons in the graphical user interface in response to a trigger operation directed to the target weapon slot; in response to a selected operation for a first weapon of the candidate weapons, the first weapon is mounted to the target weapon slot. Through the mode, the weapon required by the player can be assembled to the target weapon slot position without entering a backpack interface, the operation flow of assembling the weapon is simple and rapid, the consumed time is short, even if the weapon is assembled in the game process, the game does not need to be interrupted, the game continuity is ensured, and the player experience is improved.
Additional features and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
In order to make the aforementioned and other objects, features and advantages of the present invention comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and other drawings can be obtained by those skilled in the art without creative efforts.
FIG. 1 is a schematic diagram of a graphical user interface for a game according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of a backpack interface in a game according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of a display of a weapon slot according to an embodiment of the present invention;
FIG. 4 is a flow chart of a method for assembling a weapon in a game according to an embodiment of the present invention;
FIG. 5 is a schematic diagram of an alternate weapon display in a game according to an embodiment of the present invention;
FIG. 6 is a schematic diagram illustrating a display of a weapon to be selected in a game according to an embodiment of the present invention;
FIG. 7 is a schematic structural diagram of a weapon mounting device in a game according to an embodiment of the present invention;
fig. 8 is a schematic diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
To make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings, and it is apparent that the described embodiments are some, but not all embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
For ease of understanding, FIG. 1 illustrates a graphical user interface for a game of the related art; a blank part in the interface can display a game scene picture, and the lower left corner of the interface displays weapons assembled in a weapon slot of a game character; wherein the second weapon is the weapon being used by the game character. During the game, the player can freely switch the weapon to be used among the weapons in the weapon slot. However, if the player wants to use a weapon that is not fitted in a weapon slot, the player needs to retrieve the weapon from the backpack; at this time, the player needs to pause the game and open the backpack interface for operation.
Fig. 2 shows a backpack interface in a game, wherein the dotted part on the left is a weapon already assembled in a weapon slot, and the column of all weapon types on the right contains all weapons in a backpack. The player first selects a weapon slot, such as the weapon slot enclosed by the bold frame in FIG. 2; then, a weapon to be assembled into the selected weapon slot is selected in the backpack on the right side, and the weapon can be assembled into the weapon slot by clicking the weapon. If the weapon slot was originally equipped with a weapon, the originally equipped weapon is replaced into a backpack. In the backpack, the weapons that have been assembled into the backpack are then displayed with the word "assembled" to indicate to the player which weapons have been assembled into the weapon slots. After the player assembles the weapon to be assembled into the weapon slot, the backpack interface is closed, and then the game is continued.
The weapon assembling operation process is more, a player needs to pause a game and enter a backpack interface for operation, time consumption is long, and the player experience is influenced if the weapon is assembled in a violent game process. Based on the above, the method, the device and the electronic device for assembling the weapon in the game provided by the embodiment of the invention can be applied to adventure games, shooting games or other games needing weapon assembly.
The weapon assembling method in the game in one embodiment of the disclosure can be operated on a terminal device or a server. The terminal device may be a local terminal device. When the weapon assembling method in the game is operated on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the weapon assembly method in the game are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to the user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a possible implementation manner, an embodiment of the present invention provides a weapon assembling method in a game, which provides a graphical user interface through a terminal device, where the terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in a cloud interaction system. The graphical user interface includes at least one weapon slot for mounting a weapon, and in order to facilitate a player switching weapons in a game, a weapon slot in a game is typically configured with a plurality of weapon slots. As shown in fig. 1, a display of the weapon slots includes three weapon slots, and each weapon slot also displays an icon of a weapon mounted to the weapon slot. FIG. 3, described below, is another illustration of a weapon slot. Two weapon slots are displayed at the lower right corner of the graphical user interface, and a weapon is assembled on each weapon slot.
Referring to fig. 4, a flow chart of a method of assembling a weapon in a game is shown, the method comprising the steps of:
step S402, responding to the trigger operation aiming at the target weapon slot position, and displaying alternative weapons in a graphical user interface; wherein the alternate weapon comprises a weapon mountable to the target weapon slot;
trigger operation of the weapon slot position can be preset, for example, clicking through a mouse button, clicking through a mouse roller and the like, and clicking through a finger on touch screen equipment can also be realized; the trigger can also be triggered by keyboard keys, for example, in fig. 3, one weapon slot is provided with the mark "1", the other weapon slot is provided with the mark "2", and the player can trigger the corresponding weapon slot by pressing the corresponding key. Which weapon slot is triggered, the triggered weapon slot is determined to be the target weapon slot. It should be noted that the triggering operation of the target weapon slot in this embodiment is intended to assemble a weapon for the target weapon slot, and not to use an assembled weapon in the target weapon slot, and therefore, the triggering operation of the weapon slot in this embodiment needs to be different from the triggering operation in which a weapon in the weapon slot is triggered and used.
After the target weapon slot is triggered, in order to facilitate the player's selection of the appropriate weapon, it is necessary to display on the graphical user interface an alternate weapon, including a weapon that may be fitted to the target weapon slot. The alternate weapons may be all weapons in the backpack; if the target weapon slot has special requirements for the weapon, or some weapons in the backpack have specific use conditions, the candidate weapons can be screened from the weapons in the backpack.
Alternate weapons may be displayed in a variety of ways, and may be displayed in the vicinity of the target weapon slot for ease of player operation. The alternative weapons may be displayed in particular in a list or in a scatter form. As one example, referring to FIG. 3, after a weapon slot identified as "1" is selected, alternative weapons may be displayed in a scatter-and-dash surround around the weapon slot. Other alternative weapon display modes will be described in the following embodiments.
Step S404, assembling the first weapon into the target weapon slot in response to the selected operation for the first weapon of the candidate weapons.
The selection operation may be preset, for example, by clicking a mouse button, clicking a mouse wheel, or by clicking with a finger on a touch screen device; each alternative weapon can also be provided with a weapon identifier, and the player can select the corresponding weapon by pressing the corresponding key. Which alternative weapon was selected, the selected alternative weapon is determined to be the first weapon. The selected first weapon can be loaded and configured with the target weapon slot position.
In the weapon assembling method in the game, the graphical user interface comprises at least one weapon slot position for assembling the weapon; displaying alternative weapons in the graphical user interface in response to a trigger operation directed to the target weapon slot; in response to a selected operation for a first weapon of the candidate weapons, the first weapon is mounted to the target weapon slot. Through the mode, the weapon required by the player can be assembled to the target weapon slot position without entering a backpack interface, the operation flow of assembling the weapon is simple and rapid, the consumed time is short, even if the weapon is assembled in the game process, the game does not need to be interrupted, the game continuity is ensured, and the player experience is improved.
In order to further understand the weapon assembling method in the game of the embodiment, a specific application scenario is provided below. The graphical user interface further comprises a game scene; the game scene is displayed on a first display level of a graphical user interface; the weapon slot position and the alternative weapon are displayed on a second display level of the graphical user interface; the second display level has a higher display priority than the first display level. The weapon slots and alternate weapons may be displayed at the second display level in the form of display floats or display controls. Simultaneously displaying a target weapon slot position needing assembling a weapon, an alternative weapon of the target weapon slot position and a game scene on a graphical user interface; compared with the prior art, when the player needs to assemble the weapon, the player needs to leave the game scene and enter the backpack interface, and after the weapon is assembled, the backpack interface is closed and the player enters the game scene again. The mode in this embodiment applies to a scenario. The weapon slot positions, the alternative weapons and the game scenes are simultaneously displayed on the graphical user interface, but at different display levels; the player can finish weapon assembly in the graphical user interface displaying the game scene without leaving the game scene and opening a new interface.
In a specific implementation manner, the weapon slot position is provided with a slot position identifier corresponding to the weapon slot position; the slot position mark is used for indicating an operation mode for triggering a weapon slot position; each weapon slot position sets up a slot position sign, if the weapon slot position includes a plurality ofly, the slot position sign of different weapon slot positions is different. Referring to fig. 3, a slot position set on a slot position of a weapon is marked as "1", indicating that the operation mode for triggering the slot position of the weapon is to press a key "1"; the slot position mark set on another weapon slot position is "2", and the operation mode for triggering the weapon slot position is indicated to be that the key "2" is pressed. Of course, the slot identifier may be provided as another symbol that uniquely indicates the manner in which the weapon slot is operated. The target weapon slot position is triggered through the slot position identification, operation is fast, the operation is not mixed with other operations in a game, and misoperation is avoided.
Because each weapon trench all is provided with corresponding trench sign, the operation mode that different trench signs instructed is different. And responding to the first operation mode, triggering a target weapon slot position corresponding to the slot position identification indicating the first operation mode, and displaying the alternative weapon in the graphical user interface. It should be noted that the alternative weapons corresponding to different target weapon slots may be the same or different. Specifically, the first operation mode includes: pressing a designated key and continuing for a preset time; and the designated key is matched with the slot position identification corresponding to the target weapon slot position. The designated key may be the same as the slot identification. The preset time length can be preset, and the first operation mode can also be understood as triggering the corresponding target weapon slot position in a mode of pressing the designated key for a long time. In adventure games or shooting games, most of mouse clicking operations trigger attack operations, such as shooting operations, so that in the embodiment, a weapon slot is triggered by long pressing of a designated key, and misoperation of a player in the games is avoided.
Additionally, the triggering of other target weapon slots may also include: controlling a mouse cursor to move to a first display area corresponding to the target weapon slot position; the first display area corresponding to the target weapon slot position may be a display area of the target weapon slot position, and may also include a display area within a preset range from the target weapon slot position; the player can control the mouse cursor to move in the graphical user interface by controlling the mouse to move, and when the mouse cursor moves to the first display area, the target weapon slot position can be triggered. The triggering operation of the target weapon slot may further include: and triggering the click operation of the mouse wheel in the first display area corresponding to the target weapon slot position. And after the mouse cursor moves to the target weapon slot position, clicking the mouse roller to trigger the target weapon slot position.
The following embodiments describe alternate weapon display modes. In one of the methods, the candidate weapon is displayed in a designated direction or a designated display area with reference to the target weapon slot. After the player performs the trigger operation for the target weapon slot, the mouse cursor mostly stays near the target weapon slot, and based on this, in order to facilitate the player to continue to perform the selection operation of the candidate weapon, the candidate weapon may be displayed near the target weapon slot. The designated direction or the designated display area based on the target weapon slot position may be determined according to the position of the target weapon slot position in the graphical user interface. For example, the target weapon slot is disposed in the lower right corner of the graphical user interface, the designated direction with reference to the target weapon slot may be above or to the left of the target weapon slot, and the designated display area with reference to the target weapon slot may be an upper area or to the left of the target weapon slot.
When the number of the alternative weapons is large, a weapon list can be generated by taking the target weapon slot as a starting point when the alternative weapons are displayed, and the alternative weapons are displayed in the weapon list. FIG. 5 illustrates, as an example, a target weapon slot identified as "1" that, when triggered, generates a weapon list in an upper region of the target weapon slot, the weapon list including alternate weapons corresponding to the target weapon slot. The weapon list may be a drop down list or a pull up list starting with the target weapon slot. And may specifically be determined based on the location of the target weapon slot in the graphical user interface.
The alternate weapon may be obtained from a backpack, retrieved from which it is displayed on a graphical user interface without the need for the player to enter the backpack interface. Specifically, a weapon which can be assembled to a target weapon slot position is obtained from a preset backpack in response to a trigger operation aiming at the target weapon slot position; and determining the acquired weapon as an alternative weapon, and displaying the alternative weapon. The preset backpack can be a backpack of a player, a backpack corresponding to a game role currently controlled by the player, or a backpack specially used for containing weapons.
After the target weapon slot position is triggered and the alternative weapons are displayed, the weapon to be selected can be switched among the alternative weapons in response to the movement of a mouse cursor or the rolling of a mouse wheel, so that the player can conveniently view the weapon. Displaying the weapon to be selected in a first display mode; wherein the candidate weapon is used to indicate: if the selected operation is performed for the weapon to be selected, the weapon to be selected is determined to be the first weapon. As shown in FIG. 6, by way of example, when the mouse cursor is moved to a weapon identified as "AK-47", the weapon is determined to be the weapon to be selected, which is displayed in highlighted or highlighted form, and if the player clicks the mouse at this time, the weapon is determined to be the first weapon selected, which is fitted to the target weapon slot. In other implementations, the player may also scroll the mouse wheel to continually change the weapon to be selected, which is determined to be the first weapon selected by pressing the wheel.
In addition, when it is necessary to explain, all the candidate weapons may not be displayed in the weapon list under the influence of the display area of the graphical user interface, in this case, a function of a scroll bar may be provided in the weapon list, and when the player controls the movement of the mouse cursor or the scroll of the mouse wheel, the scroll bar may be moved to display other candidate weapons. In other possible ways, if there are more weapons to be selected, the weapon list can be displayed in multiple columns; alternatively, the candidate weapons may be pre-sorted, with each column displaying a category of candidate weapons.
The first display mode of the weapon to be selected is mainly used for remarkably prompting the player which weapon is the current weapon to be selected, so that the player can conveniently and quickly perform the selection operation. The first display mode may include: displaying the weapon to be selected in a highlight mode; and/or setting a designated weapon identification for the weapon to be selected. It is understood that the first display mode may include displaying the selected weapon in a highlighted form and setting the designated weapon identifier for the selected weapon, or may include displaying only one of the selected weapon in a highlighted form and setting the designated weapon identifier for the selected weapon. Fig. 6 shows, as an example, a frame of a weapon to be selected is thickened, a display area of the weapon to be selected is enlarged, and the weapon to be selected is displayed in a highlighted form. In other implementations, a designated weapon identifier may be set for the weapon to be selected, and the weapon identifier may be a specific graphic symbol, or a text symbol, such as "candidate" or the like.
After the player determines the weapon to be assembled, the selection operation can be executed; in one implementation, a first weapon is mounted to a target weapon slot in response to a mouse click operation triggered within a second display region corresponding to the first weapon. The second display area corresponding to the first weapon can be understood as the display area of the position of the first weapon in the backpack, and can also comprise the display area within a preset range from the position; and if the user triggers the mouse click operation in the second display area corresponding to the weapon, determining the weapon as a first weapon, and assembling the first weapon into the target weapon slot. As in fig. 6, each weapon in the weapon list occupies one column, and the mouse click operation triggers in which column, the weapon in that column is determined as the first weapon.
In another implementation, the first weapon is mounted to the target weapon slot in response to a mouse wheel press operation triggered within a second display region corresponding to the first weapon. In a similar manner to the above, the second display area corresponding to the first weapon may be understood as a display area of the position of the first weapon in the backpack, and may further include a display area within a preset range from the position; and if the user triggers the roller pressing operation in the second display area corresponding to the weapon, the weapon is determined to be a first weapon, and then the first weapon is assembled to the target weapon slot position. As shown in FIG. 6, each weapon in the weapon list occupies one column, and the player can switch the weapon to be selected by rolling the mouse wheel, and then determine the first weapon selected by pressing the wheel.
Additionally, if the target weapon slot is pre-loaded with a second weapon, the second weapon is disassembled from the target weapon slot and the first weapon is assembled to the target weapon slot. The player does not need to independently perform the operation of disassembling the second weapon, and after the first weapon is selected, the second weapon which is assembled originally in the target weapon slot position is automatically disassembled from the target weapon slot position and returns to the backpack. The method is simple and quick to operate.
The weapon assembly method in the game simplifies the process of replacing the weapon in the weapon slot, consumes less time, can quickly switch the weapon in violent combat, facilitates the player to concentrate on the game target, and improves the game experience of the player.
Corresponding to the above method embodiment, referring to the structural schematic diagram of the weapon assembling device in a game shown in fig. 7, a graphical user interface is provided through the terminal device; the graphical user interface includes at least one weapon slot for assembling a weapon; the device includes:
a display module 70 for displaying alternative weapons in the graphical user interface in response to a trigger operation directed to a target weapon slot; wherein the alternate weapon comprises a weapon mountable to the target weapon slot;
a fitting module 72 for fitting a first weapon of the candidate weapons to the target weapon slot in response to a selected operation for the first weapon.
The weapon assembling device in the game comprises a graphical user interface and a control module, wherein the graphical user interface comprises at least one weapon slot position for assembling a weapon; displaying alternative weapons in the graphical user interface in response to a trigger operation directed to the target weapon slot; in response to a selected operation for a first weapon of the candidate weapons, the first weapon is mounted to the target weapon slot. Through the mode, the weapon required by the player can be assembled to the target weapon slot position without entering a backpack interface, the operation flow of assembling the weapon is simple and rapid, the consumed time is short, even if the weapon is assembled in the game process, the game does not need to be interrupted, the game continuity is ensured, and the player experience is improved.
The graphical user interface further comprises a game scene; the game scene is displayed on a first display level of the graphical user interface; the weapon slot position and the alternative weapon are displayed on a second display level of the graphical user interface; the second display level has a higher display priority than the first display level.
The weapon slot position is provided with a slot position mark corresponding to the weapon slot position; the slot position mark is used for indicating an operation mode for triggering a weapon slot position; the display module is further configured to: and responding to the first operation mode, triggering a target weapon slot position corresponding to the slot position identification indicating the first operation mode, and displaying the alternative weapon in the graphical user interface.
The first operation mode includes: pressing a designated key and continuing for a preset time; and the designated key is matched with the slot position identification corresponding to the target weapon slot position.
The triggering operation of the target weapon slot comprises: controlling a mouse cursor to move to a first display area corresponding to the target weapon slot position; or triggering the click operation of the mouse wheel in the first display area corresponding to the target weapon slot.
The display module is further configured to: and displaying the alternative weapon in a designated direction or a designated display area based on the target weapon slot position.
The display module is further configured to: and generating a weapon list by taking the target weapon slot position as a starting point, and displaying the alternative weapons in the weapon list.
The above weapon list comprises: a drop down list or a pull up list starting with the target weapon slot.
The display module is further configured to: responding to the trigger operation aiming at the target weapon slot position, and acquiring a weapon capable of being assembled to the target weapon slot position from a preset backpack; and determining the acquired weapon as an alternative weapon, and displaying the alternative weapon.
The apparatus further comprises a switching module configured to: switching the weapon to be selected from the alternative weapons in response to the movement of a mouse cursor or the rolling of a mouse roller, and displaying the weapon to be selected in a first display mode; wherein the candidate weapon is used to indicate: if the selected operation is performed for the weapon to be selected, the weapon to be selected is determined to be the first weapon.
The first display mode includes: displaying the weapon to be selected in a highlight mode; and/or setting a designated weapon identification for the weapon to be selected.
The assembly module is further configured to: and assembling the first weapon to the target weapon slot position in response to a mouse click operation triggered in the second display area corresponding to the first weapon.
The assembly module is further configured to: and assembling the first weapon to the target weapon slot position in response to the mouse wheel pressing operation triggered in the second display area corresponding to the first weapon.
The assembly module is further configured to: if the target weapon slot is pre-loaded with the second weapon, the second weapon is disassembled from the target weapon slot and the first weapon is assembled to the target weapon slot.
The present embodiments also provide an electronic device comprising a processor and a memory, the memory storing machine executable instructions capable of being executed by the processor, the processor executing the machine executable instructions to implement the method for assembling a weapon in a game as described above. The electronic device can be a server or a terminal device.
Referring to fig. 8, the electronic device includes a processor 100 and a memory 101, the memory 101 stores machine executable instructions capable of being executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the weapon assembling method in the game.
Further, the electronic device shown in fig. 8 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.
The Memory 101 may include a high-speed Random Access Memory (RAM) and may also include a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like can be used. The bus 102 may be an ISA bus, PCI bus, EISA bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 8, but that does not indicate only one bus or one type of bus.
Processor 100 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 100. The Processor 100 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component. The various methods, steps and logic blocks disclosed in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the foregoing embodiment in combination with the hardware thereof.
The present embodiments also provide a machine-readable storage medium having stored thereon machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the weapon assembly method in a game as described above.
The method, the apparatus, and the computer program product for assembling a weapon in a game provided by the embodiments of the present invention include a computer-readable storage medium storing program codes, where instructions included in the program codes may be used to execute the methods described in the foregoing method embodiments, and specific implementation may refer to the method embodiments, and will not be described herein again.
In addition, in the description of the embodiments of the present invention, unless otherwise explicitly specified or limited, the terms "mounted," "connected," and "connected" are to be construed broadly, e.g., as meaning either a fixed connection, a removable connection, or an integral connection; can be mechanically or electrically connected; they may be connected directly or indirectly through intervening media, or they may be interconnected between two elements. The specific meaning of the above terms in the present invention can be understood in specific cases for those skilled in the art.
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 computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, an electronic device, or a network device) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings, and are only for convenience of description and simplicity of description, but do not indicate or imply that the device or element being referred to must have a particular orientation, be constructed and operated in a particular orientation, and thus, should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art will understand that the following embodiments are merely illustrative of the present invention, and not restrictive, and the scope of the present invention is not limited thereto: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the embodiments of the present invention, and they should be construed as being included therein. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims (17)

1. A method of assembling a weapon in a game, characterized by providing a graphical user interface via a terminal device; the graphical user interface includes at least one weapon slot for assembling a weapon; the method comprises the following steps:
displaying an alternative weapon in the graphical user interface in response to a trigger operation for a target weapon slot; wherein the alternate weapon comprises a weapon mountable to the target weapon slot;
assembling a first weapon of the candidate weapons to the target weapon slot in response to a selected operation for the first weapon.
2. The method of claim 1, wherein the graphical user interface further comprises a game scene; the game scene is displayed at a first display level of the graphical user interface;
the weapon slot and the alternative weapon are displayed at a second display level of the graphical user interface; the second display level has a higher display priority than the first display level.
3. The method of claim 1, wherein the weapon slot is provided with a slot identification corresponding to the weapon slot; the slot position identification is used for indicating an operation mode for triggering the weapon slot position;
the step of displaying an alternate weapon in the graphical user interface in response to a triggering operation for a target weapon slot, comprising:
and responding to the first operation mode, triggering a target weapon slot position corresponding to the slot position identification indicating the first operation mode, and displaying an alternative weapon in the graphical user interface.
4. The method of claim 3, wherein the first mode of operation comprises: pressing a designated key and continuing for a preset time; and the designated key is matched with the slot position identification corresponding to the target weapon slot position.
5. The method of claim 1, wherein the triggering of the target weapon slot comprises:
controlling a mouse cursor to move to a first display area corresponding to the target weapon slot position;
or triggering the click operation of a mouse wheel in a first display area corresponding to the target weapon slot position.
6. The method of claim 1, wherein the step of displaying alternate weapons in the graphical user interface comprises: and displaying the alternative weapon in a designated direction or a designated display area based on the target weapon slot position.
7. The method of claim 6, wherein displaying the alternate weapon in a designated direction or designated display area relative to the target weapon slot comprises: and generating a weapon list by taking the target weapon slot position as a starting point, and displaying the alternative weapons in the weapon list.
8. The method of claim 7, wherein the weapon list comprises: a drop down list or a pull up list starting at the target weapon slot.
9. The method of claim 1, wherein the step of displaying an alternate weapon in the graphical user interface in response to a triggering operation for a target weapon slot comprises:
responding to a trigger operation aiming at a target weapon slot position, and acquiring a weapon capable of being assembled to the target weapon slot position from a preset backpack;
and determining the acquired weapon as an alternative weapon, and displaying the alternative weapon.
10. The method of claim 1, wherein, subsequent to the step of displaying an alternate weapon in the graphical user interface in response to a triggering operation for a target weapon slot, the method further comprises:
responding to the movement of a mouse cursor or the rolling of a mouse roller, switching weapons to be selected from the alternative weapons, and displaying the weapons to be selected in a first display mode; wherein the weapon to be selected is to indicate: determining the candidate weapon as the first weapon if the selected operation is performed for the candidate weapon.
11. The method according to claim 10, wherein the first display mode comprises: displaying the weapon to be selected in a highlighted form; and/or setting a designated weapon identifier for the weapon to be selected.
12. The method of claim 1, wherein the step of assembling a first one of the candidate weapons to the target weapon slot in response to the selected operation for the first weapon comprises:
and assembling the first weapon to the target weapon slot position in response to a mouse click operation triggered in a second display area corresponding to the first weapon.
13. The method of claim 1, wherein the step of assembling a first one of the candidate weapons to the target weapon slot in response to the selected operation for the first weapon comprises:
and assembling the first weapon to the target weapon slot in response to a mouse wheel pressing operation triggered in a second display area corresponding to the first weapon.
14. The method of claim 1, wherein the step of fitting the first weapon to the target weapon slot comprises:
if a second weapon is pre-loaded in the target weapon slot, the second weapon is disassembled from the target weapon slot, and the first weapon is assembled to the target weapon slot.
15. An in-game weapon assembling apparatus, wherein a graphical user interface is provided through a terminal device; the graphical user interface includes at least one weapon slot for assembling a weapon; the device comprises:
a display module for displaying alternative weapons in the graphical user interface in response to a trigger operation directed to a target weapon slot; wherein the alternate weapon comprises a weapon mountable to the target weapon slot;
a mounting module for mounting a first weapon of the candidate weapons to the target weapon slot in response to a selected operation for the first weapon.
16. An electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the method of weapon assembly in a game according to any one of claims 1 to 14.
17. A machine-readable storage medium having stored thereon machine-executable instructions which, when invoked and executed by a processor, cause the processor to implement the in-game weapon assembly method of any of claims 1-14.
CN202110145975.3A 2021-02-02 Weapon assembling method and device in game and electronic equipment Active CN112774187B (en)

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