CN114470779A - Game role prop control method and device, electronic equipment and readable storage medium - Google Patents

Game role prop control method and device, electronic equipment and readable storage medium Download PDF

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Publication number
CN114470779A
CN114470779A CN202111611696.8A CN202111611696A CN114470779A CN 114470779 A CN114470779 A CN 114470779A CN 202111611696 A CN202111611696 A CN 202111611696A CN 114470779 A CN114470779 A CN 114470779A
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China
Prior art keywords
prop
item
props
state
role
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Pending
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CN202111611696.8A
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Chinese (zh)
Inventor
常鹏
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Beijing Pixel Software Technology Co Ltd
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Beijing Pixel Software Technology Co Ltd
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Application filed by Beijing Pixel Software Technology Co Ltd filed Critical Beijing Pixel Software Technology Co Ltd
Priority to CN202111611696.8A priority Critical patent/CN114470779A/en
Publication of CN114470779A publication Critical patent/CN114470779A/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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Abstract

The application provides a method and a device for controlling props of game characters, electronic equipment and a readable storage medium. And responding to the control operation aiming at any prop in the plurality of props, determining the current state of the prop, and executing the processing corresponding to the control operation on the prop based on the control operation and the current state of the prop. In the scheme, all the props are displayed through the switching operation interface and marked in different states, and corresponding processing is carried out only according to the control operation and the states of the props during execution. Therefore, the limitation of the number of the backpack grids is avoided, the loading data of the backpack grids do not need to be updated, and the convenience of prop control can be improved.

Description

Game role prop control method and device, electronic equipment and readable storage medium
Technical Field
The application relates to the technical field of computers, in particular to a method and a device for controlling a game role prop, electronic equipment and a readable storage medium.
Background
In the game development process, the player character is dressed with fashionable dresses with different appearance effects, or different appearances are attached to game weapons or legal instruments and the like, so that the character can generate changeable appearance display effects, and the game experience is improved. In the prior art, fashion props are generally stored in backpack lattices, and when the fashion props need to be worn or switched, users need to manually select the fashion props in the backpack lattices to wear or switch, and inform a server to replace the fashion props in the relevant backpack lattices. The mode of limiting the fashion props possessed by the players to be stored in the backpack lattices is not enough in the aspects of wearing and switching rapidness, and due to the limitation of the number of the backpack lattices, when the data of the fashion props are more, the storage of the fashion props is problematic.
Disclosure of Invention
The object of the application includes, for example, providing a game character item manipulation method, device, electronic device and readable storage medium, which can improve the convenience of manipulation of game items.
The embodiment of the application can be realized as follows:
in a first aspect, the present application provides a method for manipulating a prop of a game character, the method comprising:
responding to item switching operation of a game role, popping up a switching operation interface, wherein the switching operation interface displays a plurality of items, and each item has a plurality of different states;
in response to a manipulation operation on any prop in the plurality of props, determining a current state of the prop;
and executing processing corresponding to the control operation on any prop based on the control operation and the current state of the prop.
In an alternative embodiment, each of the props has an activated state and an inactivated state, the manipulation operation comprises an activation operation;
the step of executing processing corresponding to the manipulation operation on any prop based on the manipulation operation and the current state of the prop includes:
when any prop is in an inactivated state and the control operation is an activated operation, popping up a purchase information frame;
responding to the confirmation operation in the purchase information frame and sending purchase confirmation information to a server;
and after the purchase success information fed back by the server is received, switching the state of any prop to an activated state.
In an optional embodiment, the switching operation interface includes a simulation area and a prop area, the simulation area displays a character simulator, and the props are displayed in the prop area;
the step of executing processing corresponding to the manipulation operation on any prop based on the manipulation operation and the current state of the prop includes:
acquiring attribute information of any prop under the condition that the control operation is a wearing operation;
if the state of any prop is an inactivated state, rendering the prop to the role simulator based on the attribute information;
if the state of any prop is an activated state, rendering the prop to the role simulator and an actual role corresponding to the role simulator based on the attribute information.
In an optional embodiment, the step of rendering the any prop to the character simulator based on the attribute information and an actual character corresponding to the character simulator includes:
acquiring attribute information of a prop currently worn by an actual role;
comparing the attribute information of any prop with the attribute information of the prop currently worn by the actual role;
and if the prop is different from the prop currently worn by the actual role, switching the prop currently worn by the role simulator and the corresponding actual role into the prop based on the attribute information of the prop.
In an optional embodiment, the prop area comprises a classification area and a display area, and the classification area comprises a plurality of groups of prop classification items;
before the step of responding to a manipulation operation for any of the plurality of props, the method further comprises:
and responding to the selected operation of any item in the plurality of item classification items, and correspondingly displaying a plurality of items under any item classification item in the display area.
In an optional embodiment, the step of displaying a plurality of props under any one of the prop classification items in the display area respectively comprises:
acquiring preset priority information of a plurality of props;
determining a plurality of props under any of the prop classification items;
and sequencing the plurality of props based on the priority information, and displaying the props in the display area.
In an alternative embodiment, the method further comprises:
responding to the shaping operation of the current prop of the actual role, and acquiring the shape of the shaping direction;
establishing a mapping relation between the shape and the actual role;
and shaping any prop selected by the actual role based on the shape so as to enable the shaped prop to have the appearance with the consistent shape.
In a second aspect, the present application provides a game character prop manipulation apparatus, the apparatus comprising:
the first response module is used for responding to item switching operation of game roles and popping up a switching operation interface, wherein the switching operation interface displays a plurality of items, and each item has a plurality of different states;
the second response module is used for responding to the control operation aiming at any prop in the plurality of props and determining the current state of the prop;
and the processing module is used for executing processing corresponding to the control operation on any prop based on the control operation and the current state of the prop.
In a third aspect, the present application provides an electronic device comprising a memory for storing computer instructions and a processor for retrieving the computer instructions from the memory to perform the method according to any of the preceding embodiments.
In a fourth aspect, the present application provides a computer-readable storage medium storing computer instructions which, when executed by a processor, implement the method according to any one of the preceding embodiments.
The beneficial effects of the embodiment of the application include, for example:
the application provides a method and a device for controlling props of game characters, electronic equipment and a readable storage medium. And responding to the control operation aiming at any prop in the plurality of props, determining the current state of the prop, and executing the processing corresponding to the control operation on the prop based on the control operation and the current state of the prop. In the scheme, all the props are displayed through the switching operation interface and marked in different states, and corresponding processing is carried out only according to the control operation and the states of the props during execution. Therefore, the limitation of the number of the backpack grids is avoided, the loading data of the backpack grids do not need to be updated, and the convenience of prop control can be improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic view of an application scenario of a method for manipulating a prop of a game character according to an embodiment of the present application;
fig. 2 is a flowchart of a method for manipulating a prop of a game character according to an embodiment of the present disclosure;
fig. 3 is a schematic view of a switching operation interface according to an embodiment of the present disclosure;
fig. 4 is a second schematic view of a switching operation interface provided in the embodiment of the present application;
FIG. 5 is a flowchart illustrating one of the sub-steps involved in step S103 of FIG. 2;
FIG. 6 is a second flowchart of the sub-steps included in step S103 in FIG. 2;
fig. 7 is a third schematic view of a switching operation interface provided in the embodiment of the present application;
fig. 8 is another flowchart of a method for controlling a play character prop according to an embodiment of the present disclosure;
fig. 9 is a block diagram of an electronic device according to an embodiment of the present application;
fig. 10 is a functional block diagram of a game character prop control device according to an embodiment of the present application.
An icon: 110-a storage medium; 120-a processor; 130-game character prop control device; 131-a first response module; 132-a second response module; 133-a processing module; 140-communication interface.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that: 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.
In the description of the present application, it should be noted that the features in the embodiments of the present application may be combined with each other without conflict.
In the prior art, each fashion prop is loaded into a backpack grid, when the fashion is worn by a game role, a game backpack prop fence needs to be opened on one side of a client, and a mouse right button or a corresponding fashion position is dragged on the fashion prop at a certain time. Each time the server receives the package information related to the wearing, the client needs to be synchronized to refresh the appearance effect corresponding to the fashion.
When the game character needs to be taken off and taken off, the mouse is required to drag the property at a certain time to the property bar of the game backpack. Similarly, each time the server receives the packet information related to the lane departure tool, the synchronous client needs to refresh the appearance effect corresponding to the fashion tool.
In addition, when different shapes are attached to weapons, legal treasures and the like of game characters, the attached-shape prop needed to be used by the right key is selected, then the weapon and the legal treasures are clicked, the related data of the weapons and the legal treasures are changed, and the tracer information in the database is updated, so that the weapons and the legal treasures have the corresponding shapes. When the accessory prop on the weapon and the legal instrument needs to be cleared, the accessory prop is pressed by the right key to click the weapon and the legal instrument, so that the current appearance is taken down.
The mode that adopts among the prior art, owing to need utilize the knapsack check to load fashion props, and the quantity of knapsack check is limited, and under the condition that fashion props gradually increase more and more, the knapsack check is difficult to satisfy the loading demand. Moreover, wearing and taking off of the prop need to be realized by dragging between the backpack prop fence and the fashion prop fence, which is not good in convenience.
Based on above-mentioned research discovery, this application provides a scheme is controlled to game role stage property, through with all stages property through switching operation interface show to mark with different states, only need carry out corresponding processing according to the state of controlling operation and stage property during execution, so, avoid receiving the restriction of the quantity of knapsack check, also need not to update the loading data of knapsack check, can improve the convenience that the stage property was controlled.
Referring to fig. 1, a schematic view of a possible application scenario of the method for controlling a prop of a game character provided in the embodiment of the present application is shown, where the scenario includes a plurality of clients and a server, and each client is in communication connection with the server respectively, so as to implement interaction of data and information. The client is a terminal for the user to play game, and the server can be a background server related to game application.
The internet products for providing game operations can be installed in the respective clients, and for example, the internet products can be applications APP, Web pages, applets, and the like related to game operation services used in a computer or a smart phone.
And each client pushes the game video stream to the server, and pushes the game video stream in the network through related processing of the server, or returns feedback information to the client.
It is understood that the scenario shown in fig. 1 is only one possible example, and in other possible embodiments, the scenario may include only a part of the components shown in fig. 1 or may also include other components.
In this embodiment, each client may be, but is not limited to, a smart phone, a tablet computer, a personal computer, a notebook computer, a virtual reality terminal device, an augmented reality terminal device, and the like.
It should be noted that the above is only one possible implementation scenario of the game character item manipulation method provided in the present application.
Fig. 2 is a schematic flow chart of a game character item manipulation method provided in the embodiment of the present application, where the game character item manipulation method can be implemented by the client shown in fig. 1. It should be understood that, in other embodiments, the order of some steps in the game character item manipulation method of this embodiment may be interchanged according to actual needs, or some steps may be omitted or deleted. The detailed steps of the method for controlling the prop of the game character are introduced as follows.
S101, responding to item switching operation of game roles, popping up a switching operation interface, wherein the switching operation interface displays a plurality of items, and each item has a plurality of different states.
S102, responding to the operation and control operation of any prop in the plurality of props, and determining the current state of the prop.
S103, based on the control operation and the current state of any prop, executing processing corresponding to the control operation on the prop.
In order to increase the interest of the game player in the game process, a plurality of different fashionable dresses are provided for the player to choose. Therefore, players can have different shapes in the game scene, and the purpose of improving the interestingness is achieved. In this embodiment, the prop can be different fashionable dresses, such as hats, clothes, skirts, accessories, and the like.
The game interface comprises a button capable of triggering item switching, and when the button is clicked, item switching operation can be triggered. Of course, the player may also trigger the item switching operation in other manners, for example, using a preset shortcut key that can be used to trigger the switching to trigger the item switching.
And when monitoring the prop switching operation, the electronic equipment responds to the prop switching operation so as to pop up a switching operation interface. The switching operation interface can be designed in advance and can be used for displaying all available prop information in the current game application. Each item has a plurality of different states, and the state of each item can represent whether the item is available for the player. In this embodiment, the relationship between each item and the player can be represented by the state by using the way of marking the state of the item displayed in the item switching interface.
The player can select any prop from the displayed multiple props to execute the operation, wherein the operation modes can include multiple modes, for example, a left click mode of a mouse and a right click mode of the mouse can be adopted, and different subsequent processing can be triggered under different operation modes.
On the basis, the current state of any selected prop can be determined, and processing corresponding to the control operation can be executed on the prop based on the control operation on the prop and the state of the prop.
It should be noted that, for the same operation, when the states of the props are different, the subsequent operations triggered correspondingly are also different. Therefore, in this embodiment, the prop is processed in association with the state and the operation of the prop.
The method for controlling the props of the game characters provided by the embodiment displays all the props through the switching operation interface, and marks the props in different states. So, when managing the stage property, only need to manage the state position of the mark state of stage property, and need not to utilize the knapsack check to load the stage property, so, need not to receive the restriction of the quantity of knapsack check. And only managing the status bit greatly reduces the difficulty of management. When the method is executed, corresponding processing is only needed to be carried out according to the control operation and the state of the prop, and the convenience of prop control can be improved.
In this embodiment, the states of the items may include an activated state and an inactivated state, where the item player in the activated state may use normally, and the item player in the inactivated state cannot use normally. The prop is presented on the switching operation interface, and the activated state and the inactivated state can be distinguished by using the presented color, for example, the prop in the inactivated state may include a lock-shaped pattern, or a character including a representation, and the like, and is not limited specifically. The player can perform corresponding operation on any item in the inactivated state, so that the state of the item is converted into the activated state, and the item is used by the player.
In this embodiment, the switching operation interface includes a simulation area and a prop area, wherein the simulation area displays the character simulator, and the plurality of props are displayed in the prop area. The character simulator may correspond to an actual character, wherein the actual character is a character in a game scene. That is, for example, if a prop needs to be worn for an actual character, the prop is also worn on the character simulator, and the character simulator can be used for showing the wearing effect of the prop. Therefore, even if a part of game scene pictures are blocked by switching the operation interface in the game process, the wearing effect of the actual character can be known through the wearing effect of the character simulator.
Furthermore, the prop area comprises a classification area and a display area, and the classification area comprises a plurality of groups of prop classification items. Before responding to the manipulation operation for any item in the plurality of items, the player can select any item classification item based on the requirement based on the popped switching operation interface. When the electronic equipment monitors the selection, the electronic equipment responds to the selection operation aiming at any item of the item classification items of the plurality of items of the items of.
For example, referring to fig. 3, the left side of the switching operation interface is a simulation area showing the character simulator, and the middle of the interface is a classification area including a plurality of classification items, i.e., classification labels, such as fashion hats, fashion clothes, fashion effects, weapon appearances, and legal treasures appearances, among others. When the player selects the item classification item of the fashion hat, the display area on the right side displays a plurality of items under the item classification item.
Please refer to fig. 4, wherein the prop with the lock pattern is an inactivated prop, and the rest props are activated props.
In this embodiment, when the display area correspondingly displays the plurality of properties under any selected property classification item, specifically, the priority information of the plurality of properties set in advance may be obtained, the plurality of properties under any property classification item are determined, the plurality of properties are sorted based on the priority information, and the plurality of properties are displayed in the display area.
In this embodiment, the priority of each item may be set in advance, and the determination of the priority may be set according to the popularity of each item, or may be set according to the type and frequency of the items used by the player in history. For example, more items used by the general public may indicate a greater popularity, and accordingly the priority may be set to a higher ranking, or a higher ranking may be set by corresponding items that the player has historically used more frequently. The set priorities of the plurality of items may be saved in a plan table. The information in the plan table can be updated every preset time interval based on the use condition of the props on the platform in the preset time interval. And synchronizing the updated information into the display area so as to update the sequencing of the props displayed in the display area.
Therefore, the exhibition of the props can be reasonably arranged, and the user experience is improved.
In this embodiment, the processing on the prop is executed in combination with the state and the operation of the prop, that is, the prop is in different states, and the wearing processing finally triggered by the same wearing operation may be different. Referring to fig. 5, in step S103, the step of processing the prop may be implemented as follows:
and S1031A, acquiring attribute information of any prop when the manipulation operation is a wearing operation.
S1032A, if the state of any prop is not activated, rendering the prop to the character simulator based on the attribute information.
S1033A, if the state of the property is an activated state, rendering the property to the character simulator and an actual character corresponding to the character simulator based on the attribute information.
When a player triggers a wearing operation for a certain item, the wearing operation may be, for example, a left mouse button clicking operation, but may also be set to an operation in another manner. When the operation is monitored, the attribute information of the prop can be obtained from the background, and the attribute information includes, for example, an ID of the prop, data required for rendering the prop, and the like.
When the state of the prop aimed at by the player is an inactivated state, it indicates that the player cannot normally use the prop, but if the prop is worn, the prop can be worn on the character simulator, that is, try-on is performed. Specifically, the prop can be rendered on the character simulator based on the acquired attribute information of the prop.
In this way, the player can view the try-on effect of the prop on the character simulator, determine whether the prop needs to be activated subsequently based on the try-on effect, and the like.
And the state of the item as aimed by the player is an activated state, which indicates that the player can normally use the item. If the wearing operation is performed on the prop, the prop can be worn on the character simulator, and meanwhile, the prop is worn on the actual character. Thus, even if the switching operation interface blocks the game scene picture, the wearing condition of the actual character can be synchronously known through the character simulator.
In this embodiment, the wearing operation substantially includes a switching operation, that is, when the current character simulator, or the character simulator and the actual character currently wear the item, if the wearing operation is performed, the operation of switching the item worn by the current character simulator can be triggered.
In detail, in this embodiment, as a possible implementation manner, if the character simulator is currently worn with a prop, the state of the prop is an inactivated state, that is, the prop is not worn on the current actual character. If the state of the prop aimed by the current wearing operation is also in an inactivated state, and the prop is different from the currently worn prop on the character simulator, the currently worn prop of the character simulator is switched to the prop aimed by the wearing operation. And if the state of the prop aimed at by the current wearing operation is the same as the prop currently worn on the role simulator, the operation of removing the prop is substantially triggered, and the prop currently worn on the role simulator is removed.
As another possible implementation manner, if the state of the prop currently worn by the character simulator is an activated state, that is, the prop is currently worn on the actual character. Under the condition, the attribute information of the prop currently worn by the actual role can be obtained, the attribute information of any prop pointed by the wearing operation is compared with the attribute information of the prop currently worn by the actual role, and if any prop is different from the prop currently worn by the actual role, the prop currently worn by the role simulator and the corresponding actual role is switched to the any prop based on the attribute information of the any prop.
In addition, if any prop pointed by the wearing operation is the same as the prop currently worn by the actual role, the prop taking-off operation is substantially triggered, and accordingly the prop currently worn by the role simulator and the actual role is taken off.
In this embodiment, when wearing a certain prop, the prop can be worn successfully only after being verified by the background server, and the background server can verify whether the player has the right to wear the prop, for example, the prop needs to be in an activated state.
In addition, the background server can also verify whether the props are suitable for the players, for example, the players have corresponding player sexes, and the props are also divided into props suitable for different performances. Thus, the backend server can verify whether the prop is suitable for the player. And in the display area, the proper sex of the props can be correspondingly distinguished by the display effect according to the sex information of the players logged in the client. For example, the prop display box may be set to a red box to indicate that the suitable gender of the prop is different from the current player gender, as shown in fig. 4. So that the display frame of which kind of prop is color-set is adaptively determined according to the gender of the currently logged-in player.
Of course, the color setting can also be directly and fixedly carried out on the display frame of a certain type of props without being adaptively adjusted according to the sex of the player.
As can be seen from the above, each prop can have an activated state and an inactivated state, and the props in the inactivated state can be switched to the activated state based on the requirements of the player. Therefore, the manipulation operation for the prop may include an activation operation, referring to fig. 6, the step S102 may include the following sub-steps:
and S1031B, when any prop is in an inactivated state and the manipulation operation is an activation operation, popping up a purchase information frame.
S1032B, responding to the confirmation operation in the purchase information frame, and sending the purchase confirmation information to the server.
And S1033B, after the purchase success information fed back by the server is received, switching the state of any prop to an activated state.
When a player needs to activate a prop in an inactivated state, the targeted prop is the prop in the inactivated state, and the activation operation may be right click operation of a mouse, or of course, other modes of operations may be set to represent the activation operation.
When the object targeted by the player is the prop in the inactivated state and the right click is made on the prop by the right click of the mouse, a purchase information box is popped up. The purchase information frame may include an amount of money required to purchase the item, a name of the item, and the like, and further include a button whether to purchase the item, as shown in fig. 7.
If the player determines that the user needs to purchase the electronic equipment, the player can click a button for confirming the user to purchase the electronic equipment, and the electronic equipment sends purchase confirmation information to the server after monitoring the click operation. After receiving the purchase confirmation information, the server may verify the purchase confirmation information, for example, whether the amount of money is correct, whether the player has the right to purchase, and the like. After successful verification, the server can send purchase success information to the client, so that the state of the successfully purchased prop is switched from the inactive state to the active state.
It should be noted that, in this embodiment, the activation operation of the prop may also be implemented in other manners, and specifically, this embodiment is not limited.
In this embodiment, in addition to the wearing of fashion items for characters, different shapes can be attached to items such as weapons and legal instruments for characters, thereby changing the appearance of weapons. Referring to fig. 8, in the present embodiment, on the basis of the above, the prop control method further includes the following steps:
s201, responding to the shaping operation of the current prop of the actual role, and acquiring the shape of the shaping direction.
S202, establishing a mapping relation between the shape and the actual role.
S203, shaping any prop selected by the actual role based on the shape so that the shaped prop has the appearance with the consistent shape.
Referring to fig. 3, on the switching operation interface, a property classification item such as weapon appearance and legal treasure appearance is further included, for example, when a player selects a weapon appearance type, a shape that can attach different appearances to the weapon is displayed in the display area.
In the prior art, when a weapon needs to be shaped, related data of the weapon and a legal instrument prop need to be changed, and the prop information of a database needs to be updated for synchronous operation, so that the weapon and the legal instrument have the shape. The mode operation in the prior art is more complicated, and the database prop information needs to be synchronized.
In this embodiment, after the player selects the shape to be attached, for example, the selected shape is a shape of a candied haw, a mapping relationship is constructed between the shape and the actual character, that is, the shape is bound to the player. Subsequently, when a player selects any item, such as any weapon, legal tender, etc., any item may be shaped based on the shape bound to the player so that any item has a shape that conforms to the shape.
In the embodiment, the shape is bound with the player, so that the shape is attached, the shape and the prop do not need to be bound, the prop information in the database does not need to be updated, and the operation is simplified.
In addition, in this embodiment, a set mode may be further provided, and the set mode may include a plurality of sub-modes, and each sub-mode includes a tool required by the sub-mode. When a player has all of the required items for a sub-pattern, the player may additionally obtain attributes associated with that sub-pattern. In this way, the player may be motivated to acquire more relevant items.
The method for controlling the prop of the game role can rapidly switch fashionable dress shapes at any time, improves operability, greatly reduces redundancy of backpack grids, and improves game experience.
Referring to fig. 9, a schematic diagram of exemplary components of an electronic device according to an embodiment of the present application is provided, where the electronic device may be a client shown in fig. 1. The electronic device may include storage medium 110, processor 120, game character prop manipulation apparatus 130, and communication interface 140. In this embodiment, the storage medium 110 and the processor 120 are both located in the electronic device and are separately disposed. However, it should be understood that the storage medium 110 may be separate from the electronic device and may be accessed by the processor 120 through a bus interface. Alternatively, the storage medium 110 may be integrated into the processor 120, for example, may be a cache and/or general purpose registers.
The game character prop control device 130 may be understood as the electronic device, or the processor 120 of the electronic device, or may be understood as a software function module that is independent of the electronic device or the processor 120 and implements the game character prop control method under the control of the electronic device.
As shown in fig. 10, game character prop control device 130 may include a first response module 131, a second response module 132, and a processing module 133. The functions of the functional modules of the game character prop control device 130 will be described in detail below.
The first response module 131 is configured to respond to a prop switching operation for a game character, and pop up a switching operation interface, where the switching operation interface displays a plurality of props, and each prop has multiple different states.
It is understood that the first responding module 131 can be used to execute the step S101, and for the detailed implementation of the first responding module 131, reference can be made to the contents related to the step S101.
A second response module 132, configured to determine, in response to a manipulation operation on any of the plurality of props, a current state of the any prop.
It is understood that the second responding module 132 can be used to execute the step S102, and for the detailed implementation of the second responding module 132, reference can be made to the above description of the step S102.
And the processing module 133 is configured to execute processing corresponding to the manipulation operation on the any item based on the manipulation operation and the current state of the any item.
It is understood that the processing module 133 can be used to execute the step S103, and for the detailed implementation of the processing module 133, reference can be made to the content related to the step S103.
In a possible embodiment, each prop has an activated state and an inactivated state, the manipulation operation includes an activation operation, and the processing module 133 may be configured to:
when any prop is in an inactivated state and the control operation is an activated operation, popping up a purchase information frame;
responding to the confirmation operation in the purchase information frame and sending purchase confirmation information to a server;
and after the purchase success information fed back by the server is received, switching the state of any prop to an activated state.
In a possible implementation manner, the switch operation interface includes a simulation area and a prop area, the simulation area displays a character simulator, the props are displayed in the prop area, and the processing module 133 may be configured to:
acquiring attribute information of any prop under the condition that the control operation is a wearing operation;
if the state of any prop is an inactivated state, rendering the prop to the role simulator based on the attribute information;
and if the state of any prop is an activated state, rendering the prop to the role simulator and an actual role corresponding to the role simulator based on the attribute information.
In a possible implementation manner, the processing module 133 may specifically be configured to:
acquiring attribute information of a prop currently worn by an actual role;
comparing the attribute information of any prop with the attribute information of the prop currently worn by the actual role;
and if the prop is different from the prop currently worn by the actual role, switching the prop currently worn by the role simulator and the corresponding actual role into the prop based on the attribute information of the prop.
In a possible embodiment, the prop area includes a classification area and a display area, the classification area includes a plurality of groups of prop classification items, and the control device may further include a display module, configured to:
and responding to the selected operation of any item in the plurality of item classification items, and correspondingly displaying a plurality of items under any item classification item in the display area.
In a possible implementation, the display module may be specifically configured to:
acquiring preset priority information of a plurality of props;
determining a plurality of props under any of the prop classification items;
and sequencing the plurality of props based on the priority information, and displaying the props in the display area.
In a possible implementation, the manipulation device may further include a shaping module, and the shaping module may be configured to:
responding to the shaping operation of the current prop of the actual role, and acquiring the shape of the shaping direction;
establishing a mapping relation between the shape and the actual role;
and shaping any prop selected by the actual role based on the shape so as to enable the shaped prop to have the appearance with the same shape.
The description of the processing flow of each module in the device and the interaction flow between the modules may refer to the related description in the above method embodiments, and will not be described in detail here.
Further, an embodiment of the present application further provides a computer-readable storage medium, where machine-executable instructions are stored in the computer-readable storage medium, and when the machine-executable instructions are executed, the method for controlling a prop of a game character provided in the foregoing embodiment is implemented.
Specifically, the computer-readable storage medium can be a general-purpose storage medium, such as a removable disk, a hard disk, and the like, and when a computer program on the computer-readable storage medium is executed, the method for controlling the prop of the game character can be executed. With regard to the processes involved when the executable instructions in the computer-readable storage medium are executed, reference may be made to the related descriptions in the above method embodiments, which are not described in detail herein.
To sum up, according to the method, the apparatus, the electronic device, and the readable storage medium for controlling a prop of a game character provided in the embodiment of the present application, a switching operation interface is popped up by responding to a prop switching operation, where the switching operation interface displays a plurality of props, and each prop has a plurality of different states. And responding to the control operation aiming at any prop in the plurality of props, determining the current state of the prop, and executing the processing corresponding to the control operation on the prop based on the control operation and the current state of the prop. In the scheme, all the props are displayed through the switching operation interface and marked in different states, and corresponding processing is carried out only according to the control operation and the states of the props during execution. Therefore, the limitation of the number of the backpack grids is avoided, the loading data of the backpack grids do not need to be updated, and the convenience of prop control can be improved.
The above description is only for the specific embodiments of the present application, but the scope of the present application is not limited thereto, and any changes or substitutions that can be easily conceived by those skilled in the art within the technical scope of the present application should be covered within the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (10)

1. A method for manipulating a prop of a game character, the method comprising:
responding to item switching operation of a game role, popping up a switching operation interface, wherein the switching operation interface displays a plurality of items, and each item has a plurality of different states;
in response to a manipulation operation on any prop in the plurality of props, determining a state of the prop;
and executing processing corresponding to the control operation on any prop based on the control operation and the current state of the prop.
2. The game character item manipulation method of claim 1, wherein each item has an activated state and an inactivated state, the manipulation operations comprising an activation operation;
the step of executing processing corresponding to the manipulation operation on any prop based on the manipulation operation and the current state of the prop includes:
when any prop is in an inactivated state and the control operation is an activated operation, popping up a purchase information frame;
responding to the confirmation operation in the purchase information frame and sending purchase confirmation information to a server;
and after the purchase success information fed back by the server is received, switching the state of any prop to an activated state.
3. The game character item control method according to claim 2, wherein the switching operation interface comprises a simulation area and item areas, the simulation area displays a character simulator, and the items are displayed in the item areas;
the step of executing processing corresponding to the manipulation operation on any prop based on the manipulation operation and the current state of the prop includes:
acquiring attribute information of any prop under the condition that the control operation is a wearing operation;
if the state of any prop is an inactivated state, rendering the prop to the role simulator based on the attribute information;
and if the state of any prop is an activated state, rendering the prop to the role simulator and an actual role corresponding to the role simulator based on the attribute information.
4. The game character prop control method according to claim 3, wherein the step of rendering any prop to the character simulator and an actual character corresponding to the character simulator based on the attribute information comprises:
acquiring attribute information of a prop currently worn by an actual role;
comparing the attribute information of any prop with the attribute information of the prop currently worn by the actual role;
and if the prop is different from the prop currently worn by the actual role, switching the prop currently worn by the role simulator and the corresponding actual role into the prop based on the attribute information of the prop.
5. The method of claim 3, wherein the item area comprises a classification area and a display area, and the classification area comprises a plurality of sets of item classification items;
before the step of responding to a manipulation operation for any of the plurality of props, the method further comprises:
and responding to the selected operation of any item in the plurality of item classification items, and correspondingly displaying a plurality of items under any item classification item in the display area.
6. The method of claim 5, wherein the step of displaying a plurality of items in the display area according to any item classification comprises:
acquiring preset priority information of a plurality of props;
determining a plurality of props under any of the prop classification items;
and sequencing the plurality of props based on the priority information, and displaying the props in the display area.
7. The game character prop manipulation method of claim 3, further comprising:
responding to the shaping operation of the current prop of the actual role, and acquiring the shape of the shaping direction;
establishing a mapping relation between the shape and the actual role;
and shaping any prop selected by the actual role based on the shape so as to enable the shaped prop to have the appearance with the consistent shape.
8. A game character prop manipulation apparatus, the apparatus comprising:
the first response module is used for responding to item switching operation of game roles and popping up a switching operation interface, wherein the switching operation interface displays a plurality of items, and each item has a plurality of different states;
the second response module is used for responding to the control operation aiming at any prop in the plurality of props and determining the current state of the prop;
and the processing module is used for executing processing corresponding to the control operation on any prop based on the control operation and the current state of the prop.
9. An electronic device comprising a memory for storing computer instructions and a processor for retrieving the computer instructions from the memory to perform the method of any one of claims 1-7.
10. A computer-readable storage medium, wherein the storage medium stores computer instructions, which when executed by a processor, implement the method of any one of claims 1-7.
CN202111611696.8A 2021-12-27 2021-12-27 Game role prop control method and device, electronic equipment and readable storage medium Pending CN114470779A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202111611696.8A CN114470779A (en) 2021-12-27 2021-12-27 Game role prop control method and device, electronic equipment and readable storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202111611696.8A CN114470779A (en) 2021-12-27 2021-12-27 Game role prop control method and device, electronic equipment and readable storage medium

Publications (1)

Publication Number Publication Date
CN114470779A true CN114470779A (en) 2022-05-13

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Application Number Title Priority Date Filing Date
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Country Status (1)

Country Link
CN (1) CN114470779A (en)

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