CN112774187B - Weapon assembling method and device in game and electronic equipment - Google Patents

Weapon assembling method and device in game and electronic equipment Download PDF

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Publication number
CN112774187B
CN112774187B CN202110145975.3A CN202110145975A CN112774187B CN 112774187 B CN112774187 B CN 112774187B CN 202110145975 A CN202110145975 A CN 202110145975A CN 112774187 B CN112774187 B CN 112774187B
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China
Prior art keywords
weapon
slot
target
alternative
game
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CN112774187A (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
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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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention provides a weapon assembly method and device in a game and electronic equipment; wherein the method comprises the following steps: displaying an alternative weapon in a graphical user interface in response to a triggering operation for a target weapon slot; wherein the alternative weapon comprises a weapon mountable to a target weapon slot; in response to a selected operation for a first weapon of the candidate weapons, the first weapon is assembled to the target weapon slot. By the mode, the weapon required by the player can be assembled to the target weapon slot without entering a knapsack interface, the operation flow of assembling the weapon is simple and quick, the time consumption is short, the game is not required to be interrupted even if the weapon is assembled in the game process, the game continuity is ensured, and the player experience is improved.

Description

Weapon assembling method and device in game and electronic equipment
Technical Field
The present invention relates to the field of game technologies, and in particular, to a method and an apparatus for assembling a weapon in a game, and an electronic device.
Background
In adventure or shooting-type games, player-controlled virtual characters are typically configured with a backpack and a weapon slot. Wherein, the weapon in the weapon slot is a weapon which is 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 assemble the weapon into the weapon slot. In the related art, if a player wants to assemble a certain weapon into a weapon slot, the player needs to open a knapsack interface, select one slot position in the weapon slot, and then select one weapon in the knapsack, so that the weapon can be assembled into the slot position; the operation flow of weapon assembly is more, and is time-consuming and easy to influence player experience if the weapon is assembled in the game process.
Disclosure of Invention
Accordingly, the present invention is directed to a method, an apparatus, and an electronic device for assembling a weapon in a game, so as to simplify the operation flow of assembling the weapon, reduce the time consumption, ensure the continuity of the game, and improve the experience of players.
In a first aspect, an embodiment of the present invention provides a method for assembling a weapon in a game, where a graphical user interface is provided by 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 a graphical user interface in response to a triggering operation for a target weapon slot; wherein the alternative weapon comprises a weapon mountable to a target weapon slot; in response to a selected operation for a first weapon of the candidate weapons, the first weapon is assembled to the target weapon slot.
The graphical user interface also includes a game scene; the game scene is displayed at a first display level of the graphical user interface; the weapon slot and the candidate 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.
The weapon slot is provided with a slot mark corresponding to the weapon slot; the slot position mark is used for indicating the operation mode of triggering the weapon slot position; the step of displaying an alternative weapon in a graphical user interface in response to a triggering operation for a target weapon slot, comprising: and in response to the first operation mode, triggering a target weapon slot corresponding to the slot 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 until the preset duration; the designated keys are matched with the slot positions corresponding to the slot positions of the target weapon.
The triggering operation of the target weapon slot comprises the following steps: controlling a mouse cursor to move to a first display area corresponding to the target weapon slot position; or triggering clicking operation of the mouse wheel in a first display area corresponding to the target weapon slot position.
The step of displaying the candidate weapon in the graphical user interface comprises: the candidate weapons are displayed in a designated direction or designated display area referenced to the target weapon slot.
The step of displaying the candidate weapon in the specified direction or the specified display area based on the target weapon slot comprises the following steps: a weapon list is generated starting from the target weapon slot, and candidate weapons are displayed in the weapon list.
The weapon list includes: a drop down list or a pull up list starting from the target weapon slot.
The step of displaying an alternative weapon in a graphical user interface in response to a triggering operation for a target weapon slot, comprising: acquiring a weapon capable of being assembled to the target weapon slot from a preset backpack in response to a triggering operation for the target weapon slot; and determining the acquired weapon as an alternative weapon, and displaying the alternative weapon.
After the step of displaying the candidate 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 in the alternative weapons in response to the movement of the mouse cursor or the rolling of the mouse wheel, and displaying the weapon to be selected in a first display mode; wherein, the weapon to be selected is used for indicating: if a selection operation is performed with respect to 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 highlighted form; and/or setting a specified weapon identifier for the weapon to be selected.
The step of assembling the first weapon to the target weapon slot in response to a selected operation for the first weapon in the candidate weapons, comprises: and assembling the first weapon to the target weapon slot in response to a mouse click operation triggered in a second display area corresponding to the first weapon.
The step of assembling the first weapon to the target weapon slot in response to a selected operation for the first weapon in the candidate weapons, comprises: the first weapon is assembled to the target weapon slot in response to a mouse wheel depression triggered in a second display area corresponding to the first weapon.
The step of assembling the first weapon to the target weapon slot, comprises: if a second weapon is pre-equipped in the target weapon bay, the second weapon is unassembled from the target weapon bay, and the first weapon is assembled to the target weapon bay.
In a second aspect, an embodiment of the present invention provides a weapon assembly device in a game, providing 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: a display module for displaying an alternative weapon in a graphical user interface in response to a triggering operation for a target weapon slot; wherein the alternative weapon comprises a weapon mountable to a target weapon slot; an assembly module for assembling a first weapon to a target weapon slot in response to a selected operation for the first weapon of the candidate weapons.
In a third aspect, embodiments of the present invention provide an electronic device comprising a processor and a memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement a weapon assembly method in a game as described above.
In a fourth aspect, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement a weapon assembly method in a game as described above.
The embodiment of the invention has the following beneficial effects:
The weapon assembling method, the weapon assembling device and the electronic equipment in the game comprise at least one weapon slot position for assembling the weapon; displaying an alternative weapon in a graphical user interface in response to a triggering operation for a target weapon slot; in response to a selected operation for a first weapon of the candidate weapons, the first weapon is assembled to the target weapon slot. By the mode, the weapon required by the player can be assembled to the target weapon slot without entering a knapsack interface, the operation flow of assembling the weapon is simple and quick, the time consumption is short, the game is not required to be interrupted even if the weapon is assembled in the game process, 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 above objects, features and advantages of the present invention more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the invention or the technical solutions in the prior art, the drawings that are needed in the description of the embodiments or the prior art will be briefly described, it being obvious that the drawings in the description below are some embodiments of the invention and that other drawings may be obtained from these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of a graphical user interface for a game provided by an embodiment of the present invention;
FIG. 2 is a schematic illustration of a backpack interface in a game provided by an embodiment of the present invention;
FIG. 3 is a schematic diagram of a display mode of a weapon slot according to an embodiment of the present invention;
FIG. 4 is a flow chart of a method of assembling a weapon in a game according to an embodiment of the present invention;
FIG. 5 is a schematic illustration of a display of an alternative weapon in a game according to an embodiment of the present invention;
FIG. 6 is a schematic diagram of a display of a weapon to be selected in a game according to an embodiment of the present invention;
FIG. 7 is a schematic view of a weapon assembly 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
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, 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 embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
For ease of understanding, FIG. 1 illustrates a graphical user interface for a game of the related art; the blank portion in the interface may show a game scene view, the lower left corner of the interface showing weapons that have been assembled in the weapon slot of the game character; wherein the second weapon is the weapon being used by the game character. During the course of the game, the player can switch any weapon that is desired to be used among the weapons in the weapon slot. However, if the player wants to use a weapon that is not fitted in the weapon slot, the weapon needs to be retrieved from the backpack; at this time, the player needs to pause the game and open the backpack interface for operation.
The interface of the backpack in the game is shown in fig. 2, wherein the left broken line part is the weapon already assembled in the weapon slot, and the right column "weapon category all" contains all weapons in the backpack. The player first selects a weapon slot, such as the weapon slot enclosed by the thick wire frame in fig. 2; then selecting a weapon in the backpack on the right that needs to be assembled into the selected weapon slot, and clicking the weapon, the weapon can be assembled into the weapon slot. If the weapon slot is originally equipped with a weapon, the originally equipped weapon is replaced into the backpack. In the backpack, 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 weapons slot. After the player mounts the weapon to be mounted to the weapon slot, the backpack interface is closed and play continues.
The weapon assembly operation flow is more, a player is required to pause the game and enter the knapsack interface to operate, the time consumption is long, and if the weapon is assembled in the vigorous game process, the player experience is affected. Based on the above, the method, the device and the electronic equipment 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 method of weapon assembly in a game in one of the embodiments of the present disclosure may be run on a terminal device or a server. The terminal device may be a local terminal device. When the weapon assembly method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, a running main body of the game program and a game picture presentation main body are separated, the storage and running of a weapon assembly method in the game are completed on a cloud game server, and the function of a client device is used for receiving and sending data and presenting game pictures, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the terminal device for information processing is cloud game server of cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
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 to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the invention provides a weapon assembling method in a game, and a graphical user interface is provided through terminal equipment, wherein the terminal equipment can be the aforementioned local terminal equipment or client equipment in the aforementioned cloud interaction system. The graphical user interface includes at least one weapon slot for assembling a weapon, and in order to facilitate a player switching weapons in a game, the weapon slot in the game is typically configured with a plurality of weapon slots. As shown in fig. 1, which shows a manner of displaying the weapon slot positions, the weapon slot comprises three weapon slot positions in total, and each weapon slot position is also displayed with an icon of a weapon assembled to the weapon slot. Fig. 3 below shows another weapon slot position display. The lower right corner of the graphical user interface displays two weapon slots, each equipped with a weapon.
Referring to a flow chart of a method of assembling a weapon in a game, shown in fig. 4, the method comprises the steps of:
step S402, in response to a triggering operation for a target weapon slot, displaying an alternative weapon in a graphical user interface; wherein the alternative weapon comprises a weapon mountable to a target weapon slot;
Triggering operations of weapon slots can be preset, for example, clicking through a mouse button, clicking through a mouse wheel, and the like, and clicking through a finger on the touch screen device; the triggering can also be performed through keys of the keyboard, for example, in fig. 3, one weapon slot is provided with a mark "1", the other weapon slot is provided with a 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, in this embodiment, the triggering operation of the target weapon slot is to assemble a weapon for the target weapon slot, and not to use the 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 that the weapon in the weapon slot is triggered and used.
After the target weapon slot is triggered, to facilitate the player's selection of the appropriate weapon, an alternative weapon, including a weapon that is fittable to the target weapon slot, needs to be displayed on the graphical user interface. The alternative weapon may be all weapons in a backpack; if the target weapon slot has specific requirements for the weapon, or if some of the weapons in the backpack have specific conditions of use, alternative weapons may be selected from the weapons in the backpack.
The alternative weapon 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 candidate weapons may be displayed in particular in a list or in the form of a scatter. As one example, referring to fig. 3, after a weapon slot identified as "1" is selected, an alternative weapon may be displayed in a scattered-point surrounding manner around the weapon slot. Other alternative weapons are shown in the embodiments described below.
Step S404, responsive to a selected operation for a first weapon of the candidate weapons, assembling the first weapon to the target weapon slot.
The selection operation can be preset, for example, clicking through a mouse button, clicking through a mouse wheel, and the like, and clicking on the touch screen device can be realized through a finger; each alternative weapon may also be provided with a weapon identifier, and the player may select the corresponding weapon by pressing the corresponding key. Which alternate weapon is selected, the selected alternate weapon is determined to be the first weapon. The selected first weapon can be provided with the target weapon slot.
The weapon assembling method in the game comprises the steps that at least one weapon slot position for assembling the weapon is included in the graphical user interface; displaying an alternative weapon in a graphical user interface in response to a triggering operation for a target weapon slot; in response to a selected operation for a first weapon of the candidate weapons, the first weapon is assembled to the target weapon slot. By the mode, the weapon required by the player can be assembled to the target weapon slot without entering a knapsack interface, the operation flow of assembling the weapon is simple and quick, the time consumption is short, the game is not required to be interrupted even if the weapon is assembled in the game process, the game continuity is ensured, and the player experience is improved.
To further understand the weapon assembly method in the game of the present embodiment, a specific application scenario is provided below. The graphical user interface also includes a game scene; the game scene is displayed on a first display level of a graphical user interface; the weapon slot 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 and the alternative weapon may be displayed at the second display level in the form of a display float or display control. The target weapon slot position of the weapon to be assembled, and the alternative weapon of the target weapon slot position and the game scene are displayed on the graphical user interface at the same time; compared with the prior art, when a player needs to assemble the weapon, the player needs to leave the game scene, enter the knapsack interface, close the knapsack interface after the weapon is assembled, and enter the game scene again. The mode in this embodiment applies a scene. The weapon slot, the alternative weapon and the game scene are simultaneously displayed on the graphical user interface, but at different display levels; the player does not need to leave the game scene and does not need to open a new interface, and the weapon assembly can be completed in the graphical user interface displayed with the game scene.
In a specific implementation mode, the weapon slot is provided with a slot identifier corresponding to the weapon slot; the slot position mark is used for indicating the operation mode of triggering the weapon slot position; each weapon slot is provided with a slot identifier, and if the weapon slot comprises a plurality of weapon slots, the slot identifiers of different weapon slots are different. Referring to fig. 3, a slot mark set on a weapon slot is "1", indicating that the operation mode of triggering the weapon slot is to press a key "1"; the slot mark set on the other weapon slot is '2', indicating that the operation mode of triggering the weapon slot is to press the key '2'. Of course, the slot identification may be provided as other symbols that uniquely indicate the manner in which the weapon slot is to be operated. The target weapon slot is triggered by the slot mark, so that the operation is quick, and the method is not confused with other operations in the game, and misoperation is avoided.
Because each weapon slot is provided with a corresponding slot mark, the operation modes indicated by different slot marks are different. And in response to the first operation mode, triggering a target weapon slot corresponding to the slot 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 until the preset duration; wherein, the appointed 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 duration may be preset, and the first operation manner may be understood as triggering the corresponding target weapon slot by long pressing the designated key. In the adventure game or the shooting game, the mouse click operation mostly triggers attack operation, such as gun firing operation, so in the embodiment, the weapon slot is triggered by long-pressing the designated key, thereby avoiding misoperation of the player in the game.
In addition, triggering operations 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 can be specifically a display area of the target weapon slot position, and can also comprise a display area within a preset range from the target weapon slot position; the player can control the movement of the mouse cursor in the graphical user interface by controlling the movement of the mouse, 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: triggering clicking operation of the mouse wheel in a 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 wheel to trigger the target weapon slot position.
The following examples describe the manner in which alternative weapons are displayed. In one form, the candidate weapon is displayed in a designated direction or designated display area referenced to the target weapon slot. After the player performs the triggering operation for the target weapon slot, the mouse cursor mostly stays near the target weapon slot, based on which, in order to facilitate the player to continue to perform the selecting operation of the candidate weapon, the candidate weapon may be displayed near the target weapon slot. The specified direction or the specified display area based on the target weapon slot position can be specifically determined according to the position of the target weapon slot position in the graphic user interface. For example, the target weapon slot is disposed in the lower right corner of the graphical user interface, the designated direction with respect to the target weapon slot may be an upper or left side of the target weapon slot, and the designated display area with respect to the target weapon slot may be an upper or left side area of the target weapon slot.
When there are more candidate weapons, a weapon list may be generated starting from the target weapon slot, in which candidate weapons are displayed. FIG. 5 illustrates, as an example, a target weapon slot labeled "1" when triggered, generating a weapon list in an upper region of the target weapon slot, the weapon list including candidate weapons corresponding to the target weapon slot. The weapon list may be a drop down list or a pull up list starting from the target weapon slot. In particular, it may be determined based on the location of the target weapon slot in the graphical user interface.
The candidate weapons may be obtained from a backpack, retrieved from the backpack, and displayed on a graphical user interface without requiring the player to enter the backpack interface. Specifically, in response to a triggering operation for a target weapon slot, acquiring a weapon fittable to the target weapon slot from a preset backpack; and determining the acquired weapon as an alternative weapon, and displaying the alternative weapon. The preset knapsack can be a knapsack of a player, a knapsack corresponding to a game role currently controlled by the player, or a knapsack special for containing weapons.
After the target weapon slot is triggered and the alternative weapon is displayed, the weapon to be selected can be switched in the alternative weapon in response to the movement of the mouse cursor or the rolling of the mouse wheel, so that the player can conveniently view the weapon. Displaying the weapon to be selected in a first display mode; wherein, the weapon to be selected is used for indicating: if a selection operation is performed with respect to 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 a weapon to be selected, which is displayed in a highlighted or highlighted form, and if the player clicks the mouse at this time, the weapon to be selected is determined to be the first weapon to be selected, which is fitted to the target weapon slot. In other implementations, the player may also scroll the mouse wheel, constantly changing the weapon to be selected, which is determined to be the first weapon selected by depressing the wheel.
In addition, when the user needs to specify, all candidate weapons may not be displayed in the weapon list due to the influence of the display area of the graphical user interface, and at this time, a function of a scroll bar may be set in the weapon list, and when the player controls movement of a mouse cursor or scrolling of a mouse wheel, the scroll bar may be moved, so that other candidate weapons are displayed. In other possible ways, if there are more candidate weapons, the weapon list may be displayed in multiple columns; alternatively, the candidate weapons may be pre-sorted, with each column displaying one sort of candidate weapons.
The first display mode of the weapon to be selected is mainly used for prompting the player which weapon is the current weapon to be selected in a striking way, so that the player can conveniently and quickly execute the selection operation. The first display mode may include: displaying the weapon to be selected in a highlighted form; and/or setting a specified weapon identifier for the weapon to be selected. It will be appreciated that the first display means may include both highlighting the weapon to be selected and setting the specified weapon identity for the weapon to be selected, or may include only highlighting one of the weapon to be selected or setting the specified weapon identity for the weapon to be selected. FIG. 6 illustrates, by way of example, a display area of a weapon to be selected is enlarged by thickening the border of the weapon to be selected, which is displayed in highlighted form. In other implementations, a specified weapon identifier may be set for the weapon to be selected, which may be a specific graphical symbol, or a literal symbol, such as "candidate" or the like.
After the player determines the weapon that he wants to assemble, he can perform the selected operation; in one implementation, a first weapon is assembled to a target weapon slot in response to a mouse click operation triggered in a second display area corresponding to the first weapon. The second display area corresponding to the first weapon can be understood as a display area of the position of the first weapon in the backpack, and can also comprise a display area within a preset range from the position; the user triggers a mouse click operation in a second display area corresponding to which weapon, then the weapon is determined to be the first weapon, and then the first weapon is assembled to the target weapon slot. As in fig. 6, each weapon in the list of weapons occupies a column in which a mouse click operation triggers, and the weapon within that column is determined to be the first weapon.
In another implementation, the first weapon is assembled to the target weapon slot in response to a mouse wheel depression operation triggered in a second display area corresponding to the first weapon. In a similar manner to the above manner, 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; the user triggers a wheel press operation in a second display area corresponding to which weapon, the weapon is determined to be a first weapon, and the first weapon is then assembled to the target weapon slot. As shown in FIG. 6, each weapon in the weapon list occupies a column, and the player can switch the weapon to be selected by scrolling the mouse wheel and then determine the first weapon selected by pressing the wheel.
In addition, if a second weapon is pre-equipped 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. The second weapon, which was originally assembled in the target weapon slot, is automatically disassembled from the target weapon slot and returned to the backpack after the first weapon is selected without the player separately performing the second weapon's disassembly operation. The mode is simple and quick to operate.
The weapon assembly method in the game simplifies the flow of replacing the weapon in the weapon slot, consumes less time, can rapidly switch the weapon in fierce combat, is convenient for a player to concentrate more on the game target, and improves the game experience of the player.
Corresponding to the above method embodiment, referring to fig. 7, a schematic structural diagram of a weapon assembly device in a game is shown, and 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 70 for displaying an alternative weapon in a graphical user interface in response to a triggering operation for a target weapon slot; wherein the alternative weapon comprises a weapon mountable to a target weapon slot;
An assembly module 72 for assembling a first weapon to the target weapon slot, in response to a selected operation for the first weapon of the candidate weapons.
The weapon assembling device in the game comprises at least one weapon slot for assembling the weapon; displaying an alternative weapon in a graphical user interface in response to a triggering operation for a target weapon slot; in response to a selected operation for a first weapon of the candidate weapons, the first weapon is assembled to the target weapon slot. By the mode, the weapon required by the player can be assembled to the target weapon slot without entering a knapsack interface, the operation flow of assembling the weapon is simple and quick, the time consumption is short, the game is not required to be interrupted even if the weapon is assembled in the game process, the game continuity is ensured, and the player experience is improved.
The graphical user interface also includes 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 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 is provided with a slot mark corresponding to the weapon slot; the slot position mark is used for indicating the operation mode of triggering the weapon slot position; the display module is further used for: and in response to the first operation mode, triggering a target weapon slot corresponding to the slot 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 until the preset duration; the designated keys are matched with the slot positions corresponding to the slot positions of the target weapon.
The triggering operation of the target weapon slot comprises the following steps: controlling a mouse cursor to move to a first display area corresponding to the target weapon slot position; or triggering clicking operation of the mouse wheel in a first display area corresponding to the target weapon slot position.
The display module is further used for: the candidate weapons are displayed in a designated direction or designated display area referenced to the target weapon slot.
The display module is further used for: a weapon list is generated starting from the target weapon slot, and candidate weapons are displayed in the weapon list.
The weapon list includes: a drop down list or a pull up list starting from the target weapon slot.
The display module is further used for: acquiring a weapon capable of being assembled to the target weapon slot from a preset backpack in response to a triggering operation for the target weapon slot; and determining the acquired weapon as an alternative weapon, and displaying the alternative weapon.
The device further comprises a switching module for: switching the weapon to be selected in the alternative weapons in response to the movement of the mouse cursor or the rolling of the mouse wheel, and displaying the weapon to be selected in a first display mode; wherein, the weapon to be selected is used for indicating: if a selection operation is performed with respect to 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 highlighted form; and/or setting a specified weapon identifier for the weapon to be selected.
The assembly module is further used for: and assembling the first weapon to the target weapon slot in response to a mouse click operation triggered in a second display area corresponding to the first weapon.
The assembly module is further used for: the first weapon is assembled to the target weapon slot in response to a mouse wheel depression triggered in a second display area corresponding to the first weapon.
The assembly module is further used for: if a second weapon is pre-equipped in the target weapon bay, the second weapon is unassembled from the target weapon bay, and the first weapon is assembled to the target weapon bay.
The present embodiment also provides an electronic device comprising a processor and a memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement a weapon assembly method in a game as described above. The electronic device may 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 storing machine executable instructions executable by the processor 100, the processor 100 executing the machine executable instructions to implement the weapon assembly method in the game described above.
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, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 103 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be classified as address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in FIG. 8, but not only one bus or type of bus.
The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 100 or by instructions in the form of software. The processor 100 may be a general-purpose processor, including a central processing unit (Central Processing Unit, abbreviated as CPU), a network processor (Network Processor, abbreviated as NP), etc.; but may also be a digital signal Processor (DIGITAL SIGNAL Processor, DSP), application Specific Integrated Circuit (ASIC), field-Programmable gate array (FPGA) or other Programmable logic device, discrete gate or transistor logic device, discrete hardware components. The disclosed methods, steps, and logic blocks 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 embodied directly in the execution of a hardware decoding processor, or in the execution of a combination of hardware and software modules in a decoding processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as 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, in combination with its hardware, performs the steps of the method of the previous embodiment.
The present embodiments also provide a machine-readable storage medium storing machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement a weapon assembly method in a game as described above.
The method, the device and the computer program product of the electronic device for assembling weapons in the game provided by the embodiment of the invention comprise a computer readable storage medium storing program codes, and the instructions included in the program codes can be used for executing the method described in the previous method embodiment, and specific implementation can be referred to the method embodiment and will not be repeated here.
In addition, in the description of embodiments of the present invention, unless explicitly stated and limited otherwise, the terms "mounted," "connected," and "connected" are to be construed broadly, and may be, for example, fixedly connected, detachably connected, or integrally connected; can be mechanically or electrically connected; can be directly connected or indirectly connected through an intermediate medium, and can be communication between two elements. The specific meaning of the above terms in the present invention will be understood by those skilled in the art in specific cases.
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 this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, an electronic device, or a network device, etc.) 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 usb disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present invention, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present invention and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific 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: the above examples are only specific embodiments of the present invention for illustrating the technical solution of the present invention, but not for limiting the scope of the present invention, and although the present invention has been described in detail with reference to the foregoing examples, it will be understood by those skilled in the art that the present invention is not limited thereto: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention, and are intended to be included in the scope of the present invention. Therefore, the protection scope of the invention is subject to the protection scope of the claims.

Claims (16)

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:
Acquiring a weapon fittable to a target weapon slot from a preset backpack in response to a triggering operation for the target weapon slot, determining the acquired weapon as an alternative weapon, displaying the alternative weapon in the graphical user interface; wherein the alternative 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 assembled to the target weapon slot.
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 candidate 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 identifier corresponding to the weapon slot; the slot position identifier is used for indicating an operation mode for triggering the weapon slot position;
The step of acquiring a weapon fittable to a target weapon slot from a preset backpack in response to a triggering operation for the target weapon slot, determining the acquired weapon as an alternative weapon, and displaying the alternative weapon in the graphical user interface, comprises:
And responding to a first operation mode, triggering a target weapon slot position corresponding to a slot position identification indicating the first operation mode, acquiring a weapon capable of being assembled to the target weapon slot position from a preset knapsack, determining the acquired weapon as an alternative weapon, and displaying the alternative weapon in the graphical user interface.
4. A method according to claim 3, wherein the first mode of operation comprises: pressing a designated key and continuing until the preset duration; the designated key is matched with a slot position identifier 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 clicking operation of the 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 the candidate weapon in the graphical user interface comprises: and displaying the alternative weapon in a designated direction or designated display area based on the target weapon slot position.
7. The method of claim 6, wherein displaying the candidate weapon in a designated direction or designated display area referenced to the target weapon slot comprises: and generating a weapon list by taking the target weapon slot as a starting point, and displaying the alternative weapons in the weapon list.
8. The method of claim 7, wherein the list of weapons comprises: a pull-down list or a pull-up list with the target weapon slot as a starting point.
9. The method of claim 1, wherein in response to a triggering operation for a target weapon slot, acquiring a weapon mountable to the target weapon slot from a preset backpack, determining the acquired weapon as an alternative weapon, and after the step of displaying the alternative weapon in the graphical user interface, the method further comprises:
Switching a weapon to be selected in the alternative weapons in response to movement of a mouse cursor or rolling of a mouse wheel, and displaying the weapon to be selected in a first display mode; wherein the weapon to be selected is for indicating: if the selection operation is performed for the weapon to be selected, the weapon to be selected is determined to be the first weapon.
10. The method of claim 9, wherein the first display mode comprises: displaying the weapon to be selected in a highlighted form; and/or setting a specified weapon identifier for the weapon to be selected.
11. The method of claim 1, wherein the step of assembling a first weapon to the target weapon slot in response to a selected operation for the first weapon of the candidate weapons comprises:
And responding to the mouse click operation triggered in the second display area corresponding to the first weapon, and assembling the first weapon to the target weapon slot.
12. The method of claim 1, wherein the step of assembling a first weapon to the target weapon slot in response to a selected operation for the first weapon of the candidate weapons comprises:
And assembling the first weapon to the target weapon slot in response to a mouse wheel depression triggered in a second display area corresponding to the first weapon.
13. The method of claim 1, wherein the step of assembling the first weapon to the target weapon slot comprises:
if a second weapon is pre-equipped in the target weapon bay, the second weapon is unassembled from the target weapon bay, and the first weapon is assembled to the target weapon bay.
14. A weapon assembly device in a game, characterized in that a graphical user interface is provided by a terminal device; the graphical user interface includes at least one weapon slot for assembling a weapon; the device comprises:
A display module for acquiring a weapon fittable to a target weapon slot from a preset backpack in response to a triggering operation for the target weapon slot, determining the acquired weapon as an alternative weapon, and displaying the alternative weapon in the graphical user interface; wherein the alternative weapon comprises a weapon mountable to the target weapon slot;
An assembly module for assembling a first weapon to the target weapon slot in response to a selected operation for the first weapon of the candidate weapons.
15. 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 of any one of claims 1 to 13.
16. A machine-readable storage medium storing machine-executable instructions which, when invoked and executed by a processor, cause the processor to implement the method of weapon assembly in a game of any one of claims 1 to 13.
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