CN113426096A - Method and device for switching props in game, electronic equipment and storage medium - Google Patents

Method and device for switching props in game, electronic equipment and storage medium Download PDF

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Publication number
CN113426096A
CN113426096A CN202110834209.8A CN202110834209A CN113426096A CN 113426096 A CN113426096 A CN 113426096A CN 202110834209 A CN202110834209 A CN 202110834209A CN 113426096 A CN113426096 A CN 113426096A
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CN
China
Prior art keywords
prop
switching
tilt
mouse
props
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202110834209.8A
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Chinese (zh)
Inventor
王泽�
胡志鹏
程龙
刘勇成
袁思思
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202110834209.8A priority Critical patent/CN113426096A/en
Publication of CN113426096A publication Critical patent/CN113426096A/en
Pending legal-status Critical Current

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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes

Abstract

The application provides a method and a device for switching props in a game, electronic equipment and a computer readable storage medium, wherein the method comprises the following steps: monitoring a tilt signal of the mouse; when the mouse is determined to generate a tilt event according to the monitored tilt signal, determining a prop switching direction in the prop fence according to the tilt direction in the tilt signal; switching the currently selected prop in the prop fence according to the prop switching direction; and configuring the selected prop for the virtual object after switching. According to the scheme, the problem that the props cannot be conveniently switched when the player controls the virtual object to move due to the fact that the control of the virtual object and the switching of the props are controlled by the keyboard keys can be solved, operation portability is greatly improved, and game experience is prevented from being influenced due to operation difficulty.

Description

Method and device for switching props in game, electronic equipment and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method and an apparatus for switching properties in a game, an electronic device, and a computer-readable storage medium.
Background
The tactical sports shooting game is generally controlled by a player to move a virtual object through keys on a keyboard, and the visual angle of the virtual object is controlled through a mouse to aim at a target. The virtual object can be a person, an attacking carrier (such as an airplane, a tank) and the like. In addition, the player can control the props used for replacing the virtual objects through keys on the keyboard. Illustratively, the player controls the virtual object to move in the directions of "front", "left", "back" and "right" through the keys "W", "a", "S" and "D" on the keyboard, and selects the item corresponding to each number through the number keys "1", "2" and "3" on the keyboard. However, when the player controls the movement of the virtual object by manipulating the keys with the left hand, it is difficult to simultaneously replace the prop by manipulating the keys with the left hand.
Disclosure of Invention
An object of the embodiment of the present application is to provide a method and an apparatus for switching items in a game, an electronic device, and a computer-readable storage medium, which are used for switching virtual items in a game.
In one aspect, the present application provides a method for switching props in a game, including:
monitoring a tilt signal of the mouse;
when the mouse is determined to generate a tilt event according to the monitored tilt signal, determining a prop switching direction in the prop fence according to the tilt direction in the tilt signal;
switching the currently selected prop in the prop fence according to the prop switching direction;
and configuring the selected prop for the virtual object after switching.
In one embodiment, the mouse includes a tilt sensor;
the monitoring of the tilt signal of the mouse comprises the following steps:
and monitoring a tilt signal generated by a tilt sensor of the mouse in real time.
In one embodiment, said determining that said mouse generates a tilt event based on said monitored tilt signal comprises:
judging whether the mouse is changed from a horizontal state to an inclined state or not according to the monitored inclined signal;
if so, determining that the mouse generates a tilt event.
In one embodiment, the tilt signal includes a tilt angle;
the judging whether the mouse is changed from the horizontal state to the inclined state comprises the following steps:
judging whether the inclination angle in the inclination signal is changed from zero degree to a specified inclination degree or not; wherein the specified inclination degree reaches a preset degree threshold.
In an embodiment, after the currently selected prop is switched in the prop bar according to the prop switching direction, the method further includes:
and displaying the currently selected prop on a graphical user interface.
In an embodiment, the switching the currently selected prop in the prop fence according to the prop switching direction includes:
controlling the selection mark in the prop fence to move in the direction of the prop switching; wherein the selection identifier indicates the currently selected prop.
In an embodiment, before the switching the currently selected prop in the prop bar according to the prop switching direction, the method further includes:
and displaying the prop bar on a graphical user interface.
In an embodiment, after the currently selected prop is switched in the prop bar according to the prop switching direction, the method further includes:
hiding the prop bar in the graphical user interface.
On the other hand, this application still provides a switching device of stage property in the game, includes:
the monitoring module is used for monitoring a tilt signal of the mouse;
the determining module is used for determining the switching direction of the props in the props columns according to the inclination direction in the inclination signals when the mouse is determined to generate the inclination event according to the monitored inclination signals;
the switching module is used for switching the currently selected prop in the prop fence according to the prop switching direction;
and the configuration module is used for configuring the selected prop for the virtual object after switching.
Further, the present application also provides an electronic device, including:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to execute the switching method of the props in the game.
In addition, the application also provides a computer readable storage medium, wherein the storage medium stores a computer program, and the computer program can be executed by a processor to complete the switching method of the props in the game.
According to the scheme, a tilt event generated by the mouse is determined by monitoring a tilt signal of the mouse, under the condition that the tilt event is generated, a prop switching direction in the prop column is determined according to the tilt direction in the tilt signal, and after a selected prop in the prop column is switched according to the prop switching direction, the selected prop is configured for the virtual object; the scheme can solve the problem that the props cannot be conveniently switched when the player controls the virtual object to move due to the fact that the control of the virtual object to move and the switching of the props are controlled by the keys of the keyboard, operation portability is greatly improved, and game experience is prevented from being influenced due to operation difficulty.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required to be used in the embodiments of the present application will be briefly described below.
Fig. 1 is a schematic structural diagram of an electronic device according to an embodiment of the present application;
fig. 2 is a schematic flow chart of a method for switching items in a game according to an embodiment of the present application;
fig. 3 is a schematic diagram illustrating prop switching when a mouse is tilted according to an embodiment of the present application;
FIG. 4 is a schematic diagram of switching props when a mouse is tilted according to another embodiment of the present disclosure;
fig. 5 is a block diagram of a device for switching items in a game according to an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be described below with reference to the drawings in the embodiments of the present application.
Like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. Meanwhile, in the description of the present application, the terms "first", "second", and the like are used only for distinguishing the description, and are not to be construed as indicating or implying relative importance.
As shown in fig. 1, the present embodiment provides an electronic apparatus 1 including: at least one processor 11 and a memory 12, one processor 11 being exemplified in fig. 2. The processor 11 and the memory 12 are connected by a bus 10, and the memory 12 stores instructions executable by the processor 11, and the instructions are executed by the processor 11, so that the electronic device 1 can execute all or part of the flow of the method in the embodiments described below. In an embodiment, the electronic device 1 may be a host, a tablet computer, a mobile phone, or another user terminal running a game, and is configured to execute a method for switching items in the game.
The Memory 12 may be implemented by any type of volatile or non-volatile Memory device or combination thereof, such as Static Random Access Memory (SRAM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Erasable Programmable Read-Only Memory (EPROM), Programmable Read-Only Memory (PROM), Read-Only Memory (ROM), magnetic Memory, flash Memory, magnetic disk or optical disk.
The application also provides a computer readable storage medium, which stores a computer program, and the computer program can be executed by the processor 11 to complete the switching method of the props in the game provided by the application.
Referring to fig. 2, a flow chart of a method for switching items in a game according to an embodiment of the present application is schematically shown, and as shown in fig. 2, the method may include the following steps 210 to 240.
Step 210: and monitoring a tilt signal of the mouse.
Wherein the tilt signal is used to indicate that the mouse is tilted. The mouse tilt may be a left tilt and a right tilt in consideration of the reasonableness of human-computer interaction. The user can lift the right side of the mouse, so that the mouse tilts left; the left side of the mouse can be lifted so that the mouse tilts to the right.
In one embodiment, the optical mouse has a light emitting diode inside, which can emit light to illuminate the bottom surface of the mouse. After being reflected by the bottom surface of the mouse, a part of light is transmitted to an optical sensor inside the optical mouse through an optical lens. Thus, the optical sensor can determine the projected shape of the reflected light. When the mouse inclines, the projection shape of the reflected light changes, and the optical sensor can determine the mouse inclination according to the deformed projection and generate a corresponding inclination signal.
In the process of running the game, the user terminal monitors the mouse, so that the tilt signal generated by the tilt of the mouse can be received in time.
Step 220: and when the mouse is determined to generate a tilt event according to the monitored tilt signal, determining the switching direction of the props in the props columns according to the tilt direction in the tilt signal.
Wherein, the tilting event is the process of changing the mouse from the horizontal state to the tilting state. When the mouse is already in a tilted state, the process of changing the tilt degree does not constitute a new tilt event.
The props may comprise props in a plurality of games. For example, if the virtual object is a person, the property in the property column may include a bow, an arrow, a gun, a knife, and the like. A plurality of props in the props fence are arranged according to the predetermined order. The property bar can be displayed on the graphical user interface of the game in advance, can also not be displayed on the graphical user interface all the time in the game process, and can also be displayed on the graphical user interface after being triggered by a hidden state in the game process.
The property switching direction is the direction of the currently selected property in the property fence, and the property switching direction can be the forward direction or the reverse direction of the arrangement sequence of the properties in the property fence. Illustratively, the order of the pieces of furniture in the property bar is: the prop switching direction can be the direction from the prop 1 to the prop 5, or the direction from the prop 5 to the prop 1.
In an embodiment, the prop switching direction may also be set by a player in a user-defined manner, and the player may set the order in which the plurality of props in the prop bar are selected when the props are switched. Illustratively, the track in the property rack comprises: the user-defined setting shows that the prop switching directions are prop 2-prop 1-prop 4-prop 5-prop 3 and prop 3-prop 5-prop 4-prop 1-prop 2. The switch directions of the plurality of props set by the player in a self-defined way may not be related to each other, for example, if two prop switch directions are set in a self-defined way, the two prop switch directions may not be two opposite directions.
The incidence relation can be pre-established between the inclination direction and the prop switching direction. After the user terminal analyzes the inclination direction from the inclination signal, the prop switching direction corresponding to the inclination direction can be determined.
Illustratively, the inclination direction includes a left direction and a right direction, the left direction establishes an association relationship with the first prop switching direction, and the right direction establishes an association relationship with the second prop switching direction. After the user terminal determines that the inclination direction in the inclination signal is left, determining that the prop switching direction in the prop fence is a first prop switching direction; and after the user terminal determines that the inclination direction in the inclination signal is the right direction, determining that the prop switching direction in the prop fence is a second prop switching direction.
Step 230: and switching the currently selected prop in the prop fence according to the prop switching direction.
The selected prop in the props may be a prop currently configured for the virtual object.
After the user terminal determines the prop switching direction, the user terminal can switch the prop switching direction on the basis of the currently selected prop, so that the selected prop in the prop fence is updated. For example, the prop switching direction may be "prop 2-prop 1-prop 4-prop 5-prop 3", the prop selected in the prop bar before switching is prop 1, and the user terminal switches the selected prop to prop 4.
Step 240: and configuring the selected prop for the virtual object after switching.
After the user terminal determines the selected prop, the switched selected prop can be configured for the virtual object. In an example, the virtual object is a person, the selected prop in the prop fence is switched from a bow and an arrow to a gun, and the user terminal can configure the prop gun for the person in the game to replace the originally configured prop bow and arrow.
By the measures, in the game process, when the user terminal receives the instruction of moving the virtual object generated by the keyboard, the user terminal can simultaneously receive the inclination signal from the mouse, so that the virtual object is controlled to switch the prop; a player controls the keyboard with one hand to control the virtual object to move, props can be switched for the virtual object by tilting the mouse with the other hand, and operation convenience is greatly improved.
In one embodiment, a mouse that interfaces with a user terminal includes a tilt sensor. The tilt sensor may be a gyroscope, a tilt sensor, or the like, which may indicate tilt.
When monitoring the tilt signal of the mouse, the user terminal can monitor the tilt sensor of the mouse in real time, thereby monitoring the tilt signal generated by the tilt sensor in real time.
Because the inclination sensor can more accurately detect the inclination condition of the mouse, the props can be more accurately switched in real time by monitoring the inclination signal of the inclination sensor in real time.
In an embodiment, the user terminal performs step 220, and when it is determined that the mouse generates a tilt event according to the monitored tilt signal, it may determine whether the mouse is changed from the horizontal state to the tilt state according to the monitored tilt signal. The mouse can report the inclination signal in real time after the mouse is inclined. The process from the non-reception of the tilt signal to the reception of the tilt signal by the user terminal may be considered to change the mouse from the horizontal state to the tilt state. In this case, the user terminal may determine that the mouse generates a tilt event.
In addition, if the user terminal continuously receives the tilt signal after receiving the tilt signal, it means that the mouse is maintained in the tilt state without changing from the horizontal state to the tilt state. In this case, the user terminal may determine that the mouse has not generated the tilt event.
The user terminal may start the timing function after receiving the tilt signal, and may determine that the tilt event is finished if the user terminal does not receive the subsequent tilt signal after reaching the timing threshold. Here, the timing threshold may be a preconfigured empirical value, for example, the timing threshold may be 0.5 seconds, and after the duration that the user terminal cannot listen to the tilt signal reaches 0.5 seconds, it may be determined that the mouse is in the horizontal state. After the tilt event of the mouse is ended, if the user terminal receives the tilt signal again, it may be determined that the mouse generates a new tilt event.
In one embodiment, the tilt signal includes a tilt angle, which is an angle at which the mouse is tilted in a tilt direction.
When the user terminal judges whether the horizontal state of the mouse is changed into the inclined state, the user terminal can judge whether the inclination angle is changed from zero to the specified inclination degree. Wherein the specified degree of tilt reaches a degree threshold. Here, the degree threshold may be a pre-configured empirical value for screening the player for an active tilt operation.
On one hand, if the tilt angle is always zero degrees, or the tilt angle does not reach the degree threshold value when the tilt angle is maximum, the user terminal can determine that the mouse does not generate a tilt event. On the other hand, if the tilt angle changes from zero degrees and reaches the degree threshold when the tilt angle is maximum, the tilt angle changes to the designated tilt degree, in which case the user terminal may determine that the mouse has a tilt event.
For example, the degree threshold may be 30 degrees, and the user terminal may listen to the tilt signal after not listening to the tilt signal for a period of time, and determine that the mouse has a tilt event when the tilt angle in the tilt signal exceeds 30 degrees.
Through the measures, misoperation caused by slight inclination of the mouse can be effectively avoided, real inclination operation is accurately identified, and props are correspondingly switched.
In an embodiment, after the user terminal switches the currently selected prop in the prop bar according to the prop switching direction, the currently selected prop can be displayed on the graphical user interface.
Referring to fig. 3, which is a schematic diagram of switching props when a mouse is tilted according to an embodiment of the present application, a tilt situation of the mouse is shown above fig. 3, at this time, a user terminal determines that the mouse generates a tilt event according to a tilt signal, determines a prop switching direction, and switches a currently selected prop in a prop bar according to the prop switching direction. "prop 1" in the graphical user interface below fig. 3 is the prop selected after switching.
The currently selected prop is displayed on the graphical user interface, so that a player can be prompted to switch the props, and the player can more easily select the expected props.
After the selected prop is displayed on the graphical user interface, when the display duration reaches a first duration threshold, the prop on the graphical user interface can be hidden by the user terminal. Here, the first time period threshold may be a preconfigured empirical value, such as: after the user terminal displays the selected prop for 3 seconds on the graphical user interface, the prop can be hidden. In this case, the player may be considered to have learned the currently selected prop, hiding the prop to avoid obscuring the game scene in the graphical user interface.
In an embodiment, when performing step 230, the user terminal may control the selection identifier in the item bar to move in the item switching direction. Wherein the selection identifier indicates the currently selected prop. The selection indication may be in the form of a dashed box, a solid box, an arrow, etc.
Referring to fig. 4, a schematic diagram of switching props when a mouse is inclined according to another embodiment of the present application is provided, and as shown in fig. 4, a plurality of props are displayed on a prop bar in a graphical user interface, a selection mark is a dashed frame, and at this time, the selected prop is a "prop 1" bow and arrow. When the mouse inclines, the user terminal determines that the mouse generates an inclination event based on the monitored inclination signal, and can control the selection identifier to move towards the property switching direction, wherein the selected property is a property 2 gun.
The item bar is displayed on the graphical user interface, and the selected item is indicated by the selection mark when the item is switched, so that the item switching result of the player can be more intuitively prompted, and the remaining switching times of the item expected by the player can be selected.
In an embodiment, before switching the currently selected prop in the prop bar according to the prop switching direction, the user terminal may display the prop bar in the graphical user interface. The user terminal can display the prop columns on the graphical user interface after determining that the mouse generates the inclined event, so that a plurality of optional props are displayed according to the prop columns, the currently selected props are indicated according to the selection marks in the prop columns, and the player is prompted to start prop switching on the basis of the currently selected props.
In an embodiment, after switching the currently selected prop in the prop browsing according to the prop switching direction, the user terminal may hide the prop bar in the graphical user interface. After the user terminal selects the identifier in the control property bar to move, when the display duration reaches a second duration threshold, the user terminal can hide the property bar on the graphical user interface. Here, the second duration threshold may be a preconfigured empirical value, such as: after the user terminal moves the selection identifier, displays the 5-second prop bar and indicates the selection identifier of the selected prop, the prop bar can be hidden. In this case, the player may be considered to have learned the currently selected prop, and temporarily have no intention to further switch the prop, hiding the prop bar to avoid obscuring the game scene in the graphical user interface.
Fig. 5 is a device for switching items in a game according to an embodiment of the present invention, as shown in fig. 5, the device may include:
a monitoring module 510, configured to monitor a tilt signal of the mouse;
the determining module 520 is configured to determine a prop switching direction in the prop bar according to a tilt direction in the tilt signal when it is determined that the mouse generates a tilt event according to the monitored tilt signal;
a switching module 530, configured to switch the currently selected prop in the prop bar according to the prop switching direction;
and a configuration module 540, configured to configure the selected prop for the virtual object after the switching.
In one embodiment, the mouse includes a tilt sensor; the listening module 510 is further configured to:
and monitoring a tilt signal generated by a tilt sensor of the mouse in real time.
In an embodiment, the determining module 520 is further configured to:
judging whether the mouse is changed from a horizontal state to an inclined state or not according to the monitored inclined signal;
if so, determining that the mouse generates a tilt event.
In one embodiment, the tilt signal includes a tilt angle; a determining module 520, further configured to:
judging whether the inclination angle in the inclination signal is changed from zero degree to a specified inclination degree or not; wherein the specified inclination degree reaches a preset degree threshold.
In an embodiment, the switching module 530 is further configured to:
and displaying the currently selected prop on a graphical user interface.
In an embodiment, the switching module 530 is further configured to:
controlling the selection mark in the prop fence to move in the direction of the prop switching; wherein the selection identifier indicates the currently selected prop.
In an embodiment, the switching module 530 is further configured to:
and displaying the prop bar on a graphical user interface.
In an embodiment, the switching module 530 is further configured to:
hiding the prop bar in a graphical user interface.
The implementation process of the functions and actions of each module in the device is specifically described in the implementation process of the corresponding step in the method for switching the props in the game, and is not described again here.
In the embodiments provided in the present application, the disclosed apparatus and method can be implemented in other ways. The apparatus embodiments described above are merely illustrative, and for example, the flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, functional modules in the embodiments of the present application may be integrated together to form an independent part, or each module may exist separately, or two or more modules may be integrated to form an independent part.
The functions, if implemented in the form of software functional modules 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 application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. 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.

Claims (11)

1. A method for switching props in a game is characterized by comprising the following steps:
monitoring a tilt signal of the mouse;
when the mouse is determined to generate a tilt event according to the monitored tilt signal, determining a prop switching direction in the prop fence according to the tilt direction in the tilt signal;
switching the currently selected prop in the prop fence according to the prop switching direction;
and configuring the selected prop for the virtual object after switching.
2. The method of claim 1, wherein the mouse comprises a tilt sensor;
the monitoring of the tilt signal of the mouse comprises the following steps:
and monitoring a tilt signal generated by a tilt sensor of the mouse in real time.
3. The method of claim 1, wherein determining that the mouse generates a tilt event based on the monitored tilt signal comprises:
judging whether the mouse is changed from a horizontal state to an inclined state or not according to the monitored inclined signal;
if so, determining that the mouse generates a tilt event.
4. The method of claim 3, wherein the tilt signal comprises a tilt angle;
the judging whether the mouse is changed from the horizontal state to the inclined state comprises the following steps:
judging whether the inclination angle in the inclination signal is changed from zero degree to a specified inclination degree or not; wherein the specified inclination degree reaches a preset degree threshold.
5. The method according to claim 1, wherein after the currently selected prop is switched within the prop fence according to the prop switching direction, the method further comprises:
and displaying the currently selected prop on a graphical user interface.
6. The method according to claim 1, wherein the switching the currently selected prop within the prop bar according to the prop switching direction comprises:
controlling the selection mark in the prop fence to move in the direction of the prop switching; wherein the selection identifier indicates the currently selected prop.
7. The method according to claim 6, wherein before the switching the currently selected prop within the props depending on the props switching direction, the method further comprises:
and displaying the prop bar on a graphical user interface.
8. The method of claim 7, wherein after the currently selected prop is switched within the prop fence according to the prop switching direction, the method further comprises:
hiding the prop bar in the graphical user interface.
9. A switch device for props in a game, comprising:
the monitoring module is used for monitoring a tilt signal of the mouse;
the determining module is used for determining the switching direction of the props in the props columns according to the inclination direction in the inclination signals when the mouse is determined to generate the inclination event according to the monitored inclination signals;
the switching module is used for switching the currently selected prop in the prop fence according to the prop switching direction;
and the configuration module is used for configuring the selected prop for the virtual object after switching.
10. An electronic device, characterized in that the electronic device comprises:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to perform the method of switching an item in a game of any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that the storage medium stores a computer program executable by a processor to perform the method of switching an item in a game according to any one of claims 1 to 8.
CN202110834209.8A 2021-07-22 2021-07-22 Method and device for switching props in game, electronic equipment and storage medium Pending CN113426096A (en)

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