CN116392807A - Method and device for sending message in game and electronic equipment - Google Patents

Method and device for sending message in game and electronic equipment Download PDF

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Publication number
CN116392807A
CN116392807A CN202310291575.2A CN202310291575A CN116392807A CN 116392807 A CN116392807 A CN 116392807A CN 202310291575 A CN202310291575 A CN 202310291575A CN 116392807 A CN116392807 A CN 116392807A
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China
Prior art keywords
virtual
prop
target
candidate
virtual prop
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CN202310291575.2A
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Chinese (zh)
Inventor
林�智
陶欣怡
刘勇成
胡志鹏
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310291575.2A priority Critical patent/CN116392807A/en
Publication of CN116392807A publication Critical patent/CN116392807A/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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses a method, a device, an electronic device and a computer readable storage medium for sending information in a game, wherein the method comprises the following steps: responding to a first control instruction of a target virtual prop in the virtual props, and displaying at least one candidate virtual prop, wherein the candidate virtual prop is a virtual prop associated with the target virtual prop in the virtual props owned by the second virtual character; the second virtual character is a virtual character controlled by the second terminal device and is in the same camping with the first virtual character. And responding to a second control instruction of the target candidate virtual prop in the candidate virtual props, and sending first prop request information aiming at the target candidate virtual prop to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop. By the method, the requirements of the user on the specific prop can be clearly and quickly expressed to teammates.

Description

Method and device for sending message in game and electronic equipment
Technical Field
The present invention relates to the field of computers, and in particular, to a method and apparatus for sending a message in a game, an electronic device, and a computer readable storage medium.
Background
In virtual games, a player needs to acquire game props to complete a game task. In the multi-player online virtual game, players can form team play, and players belonging to the same team can share game prop information owned by the players to exchange specific game props, so that cooperation among the players in the team is enhanced, and the fight force of the team is improved. At present, players in a team often communicate with each other through voice or text, but under the condition that voice communication is inconvenient to open, text communication efficiency is low, communication efficiency and timeliness of communication of demand information about game props among teams are greatly affected, and team cooperation game experience is affected.
In the related art, in addition to the communication through the voice or text, the player may share the game prop information to the teammate through the action operation mode. Specifically, the mouse can be moved to the position above the game props to be shared, the middle mouse key is pressed, marking is completed, and the game system automatically sends an XXX message in the team chat frame to inform the team of the information of the game props currently owned by the team.
However, in some complex game scenarios, a player generally needs to request to a teammate to acquire a prop associated with a prop owned by the player, and the above method can only inform the teammate of which game prop the player currently owns, and cannot clearly and accurately inform the teammate of the requirement of the player on the prop matched with the game prop. For example, in the absolute survival game, a player has a thomson submachine gun, but does not have a 45-caliber bullet matched with the thomson submachine gun, and the method can inform teammates that the team has the thomson submachine gun, and can not accurately and quickly inform teammates that the team needs the 45-caliber bullet matched with the thomson submachine gun.
Disclosure of Invention
The application provides a message sending method, a message sending device, electronic equipment and a computer readable storage medium in a game, which can clearly and rapidly express the requirement of a user on specific props and promote the game experience of the user.
In a first aspect, an embodiment of the present application provides a method for sending a message in a game, where at least one virtual prop owned by a first virtual character is displayed through a graphical user interface provided by a first terminal device, where the first virtual character is a virtual character controlled by the first terminal device, and the method includes:
Responding to a first control instruction of a target virtual prop in the virtual props, and displaying at least one candidate virtual prop, wherein the candidate virtual prop is a virtual prop associated with the target virtual prop in virtual props owned by a second virtual character; the second virtual role is a virtual role controlled by the second terminal equipment and is in the same camping with the first virtual role;
responding to a second control instruction of the target candidate virtual prop in the candidate virtual props, and sending first prop request information aiming at the target candidate virtual prop to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop.
In a second aspect, an embodiment of the present application provides an in-game message sending device, including: the candidate prop display unit and the message sending unit;
the candidate prop display unit is used for responding to a first control instruction of a target virtual prop in the virtual props, displaying at least one candidate virtual prop, wherein the candidate virtual prop is a virtual prop associated with the target virtual prop in the virtual props owned by the second virtual character; the second virtual role is a virtual role controlled by the second terminal equipment and is in the same camping with the first virtual role;
The message sending unit is used for responding to a second control instruction of the target candidate virtual prop in the candidate virtual props and sending first prop request information aiming at the target candidate virtual prop to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop.
In a third aspect, an embodiment of the present application provides an electronic device, including:
a processor; and
a memory for storing a data processing program, the electronic device being powered on and executing the program by the processor, to perform the method as in the first aspect.
In a fourth aspect, embodiments of the present application provide a computer readable storage medium storing a data processing program for execution by a processor to perform a method as in the first aspect.
Compared with the prior art, the application has the following advantages:
according to the message sending method in the game, at least one virtual prop owned by the first virtual character is displayed through a graphical user interface provided by the first terminal device, and a user of the first terminal device can know the state of the virtual prop owned by the user through the displayed virtual prop; after knowing the condition of own virtual props, determining the current target virtual props needing to ask teammates for related candidate props in the virtual props, controlling the target virtual props in the virtual props, and enabling a first terminal device to respond to a first control instruction of the target virtual props to display at least one candidate virtual prop, wherein the candidate virtual props are virtual props associated with the target virtual props in virtual props owned by a second virtual role, and the second virtual role is controlled by a second terminal device and is in the same camping with the first virtual role; by displaying the candidate virtual props, a user can intuitively see the owned candidate virtual props of teammates, and further, whether the target candidate virtual props required by the user exist in the candidate virtual props or not can be rapidly determined; after the target candidate virtual prop is determined, the target candidate virtual prop can be controlled, so that the first terminal equipment responds to a second control instruction of the target candidate virtual prop in the candidate virtual props, and first prop request information aiming at the target candidate virtual prop is sent to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop. The method can enable the user to clearly and accurately express the requirements of the user on the target candidate props to teammates.
Therefore, the method for sending the message in the game can enable the user to quickly learn about the related candidate virtual props owned by the teammates without voice or word communication, clearly, accurately and quickly express the requirements of the teammates on the candidate virtual props to the teammates, and improve the game experience of the user.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments of the present application will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of an application system of a method for sending in-game messages according to an embodiment of the present application;
FIG. 2 is a flowchart illustrating an example of a method for sending in-game messages according to an embodiment of the present application;
FIG. 3a is a schematic illustration of a backpack interface display of an in-game message sending method according to an embodiment of the present application;
FIG. 3b is a schematic illustration of another example backpack interface display of an in-game messaging method according to an embodiment of the present application;
FIG. 3c is a schematic diagram illustrating a virtual prop display in a knapsack interface according to an embodiment of the present invention;
FIG. 4a is a graphical user interface diagram illustrating an exemplary listing of candidate virtual props according to an in-game messaging method provided by embodiments of the present application;
FIG. 4b is a graphical user interface diagram illustrating a candidate virtual prop according to an example of a method for sending in-game messages according to an embodiment of the present application;
FIG. 4c is a graphical user interface diagram illustrating another example of an in-game messaging method provided by embodiments of the present application for displaying candidate virtual props;
FIG. 4d is a graphical user interface diagram of another example of a method for sending in-game messages that displays candidate virtual props according to an embodiment of the present application;
FIG. 4e is a graphical user interface diagram illustrating another example of an in-game messaging method provided by embodiments of the present application for displaying candidate virtual props;
FIG. 4f is a graphical user interface diagram of another example of a method for sending in-game messages that displays candidate virtual props in a classified manner according to an embodiment of the present application;
FIG. 5a is a schematic diagram illustrating an example of a target candidate virtual prop display according to the method for sending in-game messages according to the embodiment of the present application;
FIG. 5b is a schematic diagram illustrating another example of a method for sending in-game messages according to an embodiment of the present disclosure;
FIG. 6 is a schematic diagram of a message sending device in a game according to an embodiment of the present application;
fig. 7 is a block diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. This application is, however, susceptible of embodiment in many other ways than those herein described and similar generalizations can be made by those skilled in the art without departing from the spirit of the application and the application is therefore not limited to the specific embodiments disclosed below.
It should be noted that the terms "first," "second," "third," and the like in the claims, specification, and drawings herein are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. The data so used may be interchanged where appropriate to facilitate the embodiments of the present application described herein, and may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and their variants are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Before describing the embodiments of the present application in detail, the related art will be further described first.
In virtual games, a player needs to acquire game props to complete a game task. In the multiplayer online virtual game, players can be teamed to perform team combat. Players in the team often communicate with each other in a voice or text manner for games, discussing tactics or sharing information of game props owned by each player to exchange specific game props, thereby enhancing cooperation among players in the team and improving combat power of the team.
Voice communication is a convenient and accurate communication mode, and players can quickly know the intention of teammates through voice communication. However, voice communication has certain limitations. In the online game at the present stage, most teams are formed among people who know each other, and voice communication is convenient under the condition. However, there are random team formation, inconvenient voice exists between people who do not know, or the current environment is not suitable for voice, or the player speaks a language which is dialect to cause misunderstanding of teammates, and communication efficiency and accuracy between teammates are reduced.
Under the condition that voice communication is inconvenient to open, communication can also be carried out by using a text communication mode. The method of text communication requires that players open chat frames among teammates, edit relevant information of props required by the players in the chat frames, click a sending control, send edited information out, and enable teammates to see the text information. However, the text communication mode is complicated in operation, reduces communication efficiency among teammates, greatly influences communication efficiency and timeliness of communication of demand information about game props among teammates, and influences game experience of team cooperation.
Alternatively, in the related art, in addition to the communication through the voice or text, the player may share the game prop information with the teammate through the action operation mode. Specifically, the mouse can be moved to the position above the game props to be shared, the middle mouse key is pressed, marking is completed, and the game system automatically sends an XXX message in the team chat frame to inform the team of the information of the game props currently owned by the team.
However, in some virtual game scenarios, when a player acquires a certain game item, it is often necessary to acquire an item matching the game item and combine the items to realize a certain item function. For example, a Thomson submachine gun in the absolute survival needs to be matched with a 45-caliber bullet for use, and when a player picks up a weapon gun in a permanent robbery arcade game, the matched soul jade can be selected for function enhancement. In this case, the above method can only inform the player of which game prop the player currently has, and cannot clearly, accurately and quickly inform the player of the prop matching the game prop.
For example, the method can inform teammates that the teammates have Thomson submachine guns, but can not accurately and rapidly inform teammates about the requirement of 45-caliber bullets matched with the Thomson submachine guns; the method can also inform the teammates that the teammates have 45 caliber bullets, but can not accurately inform the teammates whether the corresponding weapons of the 45 caliber bullets can be used in the props which the teammates own currently.
For another example, in a hijacking game, a soul jade system is provided, and the soul jade can be used for strengthening the attribute of the weapon, such as strengthening the attack attribute of the weapon. The player picks up a weapon "golden gun", hopefully teammates can provide some corresponding "soul jade" to strengthen the golden gun. Through the mode, teammates can only be informed of 'I have a golden gun', and related information of 'I need a soul jade corresponding to the golden gun' cannot be clearly described.
Based on the problems, in order to clearly and rapidly express the requirement of a user for specific props and promote the game experience of the user, the application provides an in-game message sending method, a message sending device corresponding to the method, an electronic device capable of implementing the method and a computer readable storage medium.
The following provides detailed descriptions of the above methods, apparatuses, electronic devices, and computer-readable storage media.
The message sending method provided by the embodiment of the application can be executed by the electronic equipment, and the electronic equipment can be a terminal or a server and other equipment. The terminal can be terminal equipment such as a smart phone, a tablet personal computer, a notebook computer, a touch screen, a game machine and the like, and the terminal can also comprise a client, wherein the client can be a game client, a browser client carrying a game program, an instant messaging client or the like. The server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs, basic cloud computing services such as big data and artificial intelligence platforms, and the like.
For example, when the messaging method is run on a terminal, the terminal device stores a game application and is used to present a game virtual scene in a game interface. The terminal device is used for interacting with a user through a graphical user interface, for example, the terminal device downloads and installs a game application program and runs the game application program. The way in which the terminal device presents the graphical user interface to the user may include a variety of ways, for example, the graphical user interface may be rendered for display on a display screen of the terminal device, or presented by holographic projection.
For example, the messaging method may be a cloud game when running on a server. Cloud gaming refers to a game style based on cloud computing. In the running mode of the cloud game, a running main body of the game application program and a game picture presentation main body are separated, and the storage and the running of the in-game message sending method are completed on a cloud game server. The game image presentation is completed at a cloud game client, which is mainly used for receiving and sending game data and presenting a game interface, for example, the cloud game client may be a display device with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, etc., near a user side, but the terminal device for processing game data is a cloud game server in the cloud. When playing the game, the user operates the cloud game client to send operation to the cloud game server, the cloud game server runs the game according to the operation, codes and compresses data such as game pictures and the like, returns the data to the cloud game client through a network, and finally decodes the data through the cloud game client and outputs the game pictures.
It should be noted that, in the following description of the technical solution provided in the present application, a terminal device is taken as an execution body for illustration. In other possible embodiments, the technical solutions provided in the present application may also be executed by using the server as an execution body, and the embodiment of the present application does not limit the type of the execution body.
In the present application, the user includes various persons involved in sending a message in a game, such as a game player and a game developer, and is not particularly limited herein.
Before introducing the method for sending the message in the game, which is provided by the application, a scene diagram of an application system related to each embodiment in the application is introduced.
The method is applied to a gaming system 100 in an electronic device as shown in fig. 1. As shown in fig. 1, the gaming system 100 may include at least one terminal 110, at least one server 120, at least one database 130, and a network. The terminal 110 held by the user may be connected to servers of different games through a network. A terminal is any device having computing hardware capable of supporting software application tools corresponding to executing a game.
The terminal 110 includes a display screen and a processor, wherein the display screen is used for presenting a graphical user interface and receiving a triggering operation generated by a user acting on the graphical user interface. The graphical user interface may include a game interface, which may be a portion of a game scene, the game scene being a virtual world in which virtual characters are active. The processor is used for running the game, generating a game interface, responding to operation and controlling the display of the game interface on the display screen. When the user operates the game interface through the display screen, the game interface can control the local content of the terminal through responding to the received operation, and can also control the content of the opposite-end server through responding to the received operation.
In addition, when the game system 100 includes a plurality of terminals, a plurality of servers, a plurality of networks, different terminals may be connected to each other through different networks, through different servers. The network may be a wireless network or a wired network, such as a Wireless Local Area Network (WLAN), a Local Area Network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, the different terminals may be connected to other terminals or to a server or the like using their own bluetooth network or hotspot network. In addition, the system 100 may include multiple databases coupled to different servers and information related to the game may be continuously stored in the databases as different users play multiplayer games online.
It should be noted that, the schematic view of the game system shown in fig. 1 is only an example, and the game system described in the embodiment of the present application is for more clearly describing the technical solution of the embodiment of the present application, and does not constitute a limitation to the technical solution provided in the embodiment of the present application, and as one of ordinary skill in the art can know, with evolution of the game system and appearance of a new service scenario, the technical solution provided in the embodiment of the present application is equally applicable to similar technical problems.
The technical scheme of the present application is described in detail below through specific embodiments. It should be noted that the following embodiments may be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
First embodiment
In general, a virtual camera is provided in a game scene, and a game screen displayed on a graphical user interface, that is, a part of the game scene content captured by the virtual camera is displayed. For example, in a first person game, a virtual camera may be provided at the head (e.g., eye position) of a target virtual character controlled by a player, the virtual camera moving following the movement of the target virtual character, the orientation of the virtual camera rotating following the rotation of the virtual body, and thus the game screen presented on the graphical user interface is a part of the game scene in front of the target virtual character by a preset range. As another example, in a third person game, a virtual camera may be positioned directly above or behind a target virtual character controlled by a player, and thus the game interface presented on the graphical user interface is part of the game scene including the target virtual character. In the embodiment of the present application, a method will be described by taking a game called a third person as an example.
In the embodiment of the application, the method displays a part of virtual game scene through a graphical user interface provided by the first terminal equipment, wherein the virtual game scene comprises a first virtual role controlled by the first terminal equipment, and the first terminal equipment is terminal equipment held by a target user.
A first embodiment of the present application will be described below with reference to the accompanying drawings.
Fig. 2 is a flowchart of an example of a method for sending in-game messages according to an embodiment of the present application. It should be noted that the steps shown may be performed in a different logical order than that shown in the method flow diagram. As shown in fig. 2, the method may include the following steps S210 to S220.
Step S210: and responding to a first control instruction of the target virtual prop in the virtual props, and displaying at least one candidate virtual prop, wherein the candidate virtual prop is a virtual prop associated with the target virtual prop in the virtual props owned by the second virtual character.
The second virtual role is a virtual role controlled by the second terminal equipment and is in the same camping with the first virtual role.
Step S220: and responding to a second control instruction of the target candidate virtual prop in the candidate virtual props, and sending first prop request information aiming at the target candidate virtual prop to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop.
Each of the above steps is described in detail below.
Step S210: and responding to a first control instruction of the target virtual prop in the virtual props, and displaying at least one candidate virtual prop, wherein the candidate virtual prop is a virtual prop associated with the target virtual prop in the virtual props owned by the second virtual character.
The second virtual character is a virtual character controlled by the second terminal device and is in the same camping with the first virtual character.
The virtual prop is an article obtained by a user in a game and used for completing a game task, for example, the game virtual prop can be used for maintaining the survival of virtual characters in a game scene, and can also be used for defeating other virtual characters or upgrading each virtual prop, and the like, and the game virtual prop is not particularly limited. Taking a permanent robbery non-space game as an example, the weapon virtual props such as a Taijia, a Long sword, a Long gun, a broad sword and the like can be used for attacking virtual roles of monster or hostile camping, and can also be provided with soul jade corresponding to various weapons, so that different skill attributes can be given to the weapons. For example, soul jade corresponding to a taijia weapon includes a bluish ghost, a return element, a soul chop and the like, soul jade corresponding to a long gun includes a great Saint trip, a crazy wolf billow, a honeycomb fire through foot and the like, and the above examples are only examples and are not limiting of the application.
The virtual characters can trigger the game scenario in the game, drop the game virtual prop in the game scene, and the virtual characters pick up the dropped virtual prop to be owned by the virtual characters. The virtual prop picked up by the virtual character may be stored in a backpack of the game setting.
In a specific embodiment, the virtual prop picked up by the virtual character may be a virtual prop that the virtual character can directly use, may be a virtual prop that cannot be used currently, or may be a virtual prop that needs to be picked up to perform attribute enhancement to complete a game task. The currently unavailable virtual props are used only after being matched with the associated virtual props, for example, gun virtual props in a life-saving game can be used only after being acquired and the corresponding bullet virtual props are combined; in a virtual prop which can complete a game task by carrying out attribute enhancement, such as a permanent robbery workshop-free game, after a weapon is acquired, the corresponding soul jade is acquired, and the weapon attribute is enhanced to release specific skills to complete the game task. Regardless of the virtual prop, it is automatically stored in the virtual character's backpack after the virtual character is picked up.
In the above step S210, the target virtual prop may be understood as any virtual prop selected by the target user from among the virtual props owned by the first virtual character. That is, the target virtual prop may include a virtual prop that can be used directly, a virtual prop that the first virtual character is currently unavailable to use, a virtual prop that needs to be used after the associated candidate virtual prop is obtained, or a virtual prop that needs to be attribute-enhanced.
The virtual props that can be used directly are virtual props that can be used without obtaining candidate virtual props associated therewith. In an alternative embodiment, the virtual prop can be used as a target virtual prop, and the corresponding candidate virtual prop can be obtained so as to know the storage condition of the associated candidate virtual prop for the available virtual prop.
The first virtual character cannot be used currently, and the virtual prop which can be used only after the associated candidate virtual prop is acquired is required to be acquired, for example, in a life-saving game, the virtual character picks up a thomson submachine gun, but the virtual character does not currently have a 45-caliber bullet matched with the thomson submachine gun, so that the thomson submachine gun cannot be used temporarily, and the thomson submachine gun is the target virtual prop when the in-game message sending method provided by the application is applied.
Virtual props for which attributes are enhanced are required. For example, in a permanent robbery intermittent game, a virtual character picks up a gold-quality long gun weapon, if in the current game fight, which is the main weapon, needs to be strengthened, then a crazy wolf, anger and soul and jade corresponding to the main weapon are needed, and when the message sending method in the game provided by the application is applied, the gold-quality long gun weapon can be used as a target virtual prop.
The above description of the target virtual prop is merely exemplary and is not limiting of the application, and can be determined by one skilled in the art according to the specific situation.
A candidate virtual prop associated with a target virtual prop may be understood as a virtual prop associated with the target virtual prop about the same event. The same event may be understood as the same game event, that is, the target virtual prop needs to be matched with the candidate virtual props in the same game event. For example, in a shooting event in a life-saving game, the target virtual prop is a thomson submachine gun, and then the candidate virtual prop associated with the target virtual prop is a 45 caliber bullet. When the target virtual prop is a 5.56 mm bullet, then the candidate virtual prop associated therewith may include a firearm weapon such as M16A4, M416, SCAR-L, mini, QBZ, or M249. The gun and bullet are matched to realize shooting event in the game. For example, in a weapon strengthening event in a game, the target virtual prop needs to be matched with the candidate virtual prop to strengthen the attribute of the target virtual prop. For example, a permanent robbery and non-space game, the target virtual prop is a gold-quality long-gun weapon, and the candidate virtual props associated with the target virtual props can comprise various types of soul jade, such as a wind-roll cloud, a great Saint-tour, a fantasy and anger or a wind-fire penetrating foot, and the like, so that the attack recruitment of the long-gun weapon can be enhanced by using the soul jade.
It will be appreciated that the number of candidate virtual props associated with the target virtual prop with respect to the same event may include one or more, and the present embodiment is not particularly limited. The first manipulation instruction is used for instructing the first terminal device to display at least one candidate virtual prop associated with the target virtual prop.
In an alternative embodiment, the second virtual character includes a first virtual character, that is, when there is a candidate virtual prop associated with the target virtual prop in the virtual props owned by the first virtual character, the candidate virtual props owned by the first virtual character are displayed while the candidate virtual props owned by the second virtual character are displayed. Therefore, even if the user of the first terminal equipment does not send request information to teammates, the candidate virtual props with the target virtual props can be quickly known, and whether the user owns the candidate virtual props or not is not required to be searched in a plurality of virtual props.
In step S210, the first terminal device displays at least one candidate virtual prop, so that the target user can quickly learn about related candidate virtual prop information owned by teammates, so that the target user can quickly determine the target candidate virtual prop from the candidate virtual props, and further clearly and clearly express the requirement of the target user on the target candidate virtual props.
After displaying the candidate virtual prop in step S210, the following step S220 may be performed, to enable the target user to inform teammates of own virtual prop demand information.
Step S220: and responding to a second control instruction of the target candidate virtual prop in the candidate virtual props, and sending first prop request information aiming at the target candidate virtual prop to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop.
The target candidate virtual prop in step S220 may be understood as any candidate virtual prop selected by the target user from the candidate virtual props, that is, the target candidate virtual prop may be the candidate virtual prop currently required by the target user. For example, in a permanent robbery intermittent game, the target virtual prop is a gold-quality long gun weapon, and the candidate virtual props associated with the target virtual prop are soul and jade such as wind-roll cloud, great-holy-tour, high-wave and anger, wind-fire penetrating foot and the like. In the current game task, the first virtual character needs to strengthen the Nezha of the long gun weapon and needs to correspond to the crazy wolf, anger and soul jade, and then the target candidate virtual prop is the crazy wolf, anger and soul jade. Alternatively, if the first virtual character does not have a specific game task, but simply stores virtual props in advance, any one of the candidate virtual props may be the target candidate virtual prop.
The first prop request information is used for indicating the demand condition of a user holding the first terminal device for the target candidate virtual prop to teammates holding the second terminal device. The second terminal device refers to a second terminal device corresponding to a second virtual character having the target candidate virtual prop.
Optionally, the first track request information includes: target virtual prop information and demand information of target candidate virtual props. The target virtual prop information is used for informing teammates of the virtual props currently owned by the target users, and the demand information of the target candidate virtual props is used for asking teammates for the candidate virtual props which are lack of the target virtual props.
The target virtual prop information may include information such as a name, quality, and number of target virtual props, and the demand information of the target candidate virtual props may include information such as a name, quality, and number of target candidate virtual props, which is not particularly limited. For example, the first tool request message may be "I have [ XXX ], can you [ YYY ] give I? ". Taking a permanent robbery and play as an example, the first tool request message may be "i have [ (long gun) ], you can give me?
According to the message sending method in the game, at least one virtual prop owned by the first virtual character is displayed through a graphical user interface provided by the first terminal device, and a user of the first terminal device can know the state of the virtual prop owned by the user through the displayed virtual prop; after knowing the condition of own virtual props, determining the current target virtual props needing to ask teammates for related candidate props in the virtual props, controlling the target virtual props in the virtual props, and enabling a first terminal device to respond to a first control instruction of the target virtual props to display at least one candidate virtual prop, wherein the candidate virtual props are virtual props associated with the target virtual props in virtual props owned by a second virtual role, and the second virtual role is controlled by a second terminal device and is in the same camping with the first virtual role; by displaying the candidate virtual props, a user can intuitively see the owned candidate virtual props of teammates, and further, whether the target candidate virtual props required by the user exist in the candidate virtual props or not can be rapidly determined; after the target candidate virtual prop is determined, the target candidate virtual prop can be controlled, so that the first terminal equipment responds to a second control instruction of the target candidate virtual prop in the candidate virtual props, and first prop request information aiming at the target candidate virtual prop is sent to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop. The method can enable the user to clearly and accurately express the requirements of the user on the target candidate props to teammates.
Therefore, the method for sending the message in the game can enable the user to quickly learn about the related candidate virtual props owned by the teammates without voice or word communication, clearly, accurately and quickly express the requirements of the teammates on the candidate virtual props to the teammates, and improve the game experience of the user. In addition, the message sending method in the game does not provide a message sending control in the graphical user interface, does not occupy the graphical user interface additionally, improves the user visual experience, and saves the computing resources.
In an alternative embodiment, step S200 may be further included before step S210.
Step S200: at least one virtual prop owned by the first virtual character is displayed in response to a prop display instruction for the first virtual character.
The prop display instruction is used for indicating to display the virtual prop owned by the first virtual character in the graphical user interface.
The step S200 is used for displaying the virtual prop stored in the first virtual character knapsack in the graphical user interface provided by the first terminal device, so that the target user can know the virtual prop owned by the target user.
Some specific embodiments for implementing step S200 are described below.
In an alternative embodiment, the prop display instruction in step S210 may include any one of the following instructions:
a touch instruction of a knapsack control corresponding to the first virtual character;
or, a touch instruction for the first virtual character;
or, a preset shortcut key instruction.
The touch instruction for the knapsack control corresponding to the first virtual character means that the knapsack control corresponding to the first virtual character is displayed in the graphical user interface, the knapsack control is an icon of a virtual prop library for representing the first virtual character, and knapsack controls in different styles can be set according to specific game scenes. The user can perform touch operation on the knapsack control to generate a touch instruction on the knapsack control, and the first terminal equipment responds to the touch instruction to open the knapsack so as to display a knapsack interface in the graphical user interface.
With reference to fig. 3a or 3c. A backpack control 310 is displayed in the graphical user interface. When the terminal device is a desktop computer, a user clicks the knapsack control 310 through a mouse, opens a knapsack, displays a knapsack interface 320 on a graphical user interface, and the knapsack interface 320 displays a virtual prop currently owned by the first virtual character.
Or under the condition that the knapsack control is not set, the first terminal equipment can open the knapsack interface of the first virtual character through the preset touch control operation of the first virtual character, and the touch control instruction corresponding to the touch control operation is responded.
In this embodiment of the present application, the touch operation may be a pressing operation that lasts for a preset time period, a clicking operation that satisfies a preset number of times, or the like, such as a single click or a double click, which is not specifically limited, and a person skilled in the art may distinguish between an interactive operation that implements other functions when developing a game.
For example, pressing the knapsack control for 3 seconds, opening the knapsack, and displaying a knapsack interface on the graphical user interface; or double-click operation is carried out on the knapsack control, and the knapsack is opened; or double-click operation is carried out on the first virtual character, and the knapsack is opened. In practical applications, the touch operation on the first virtual character is usually to view information of the first virtual character, in this embodiment, the touch operation is performed on the first virtual character to open a knapsack interface of the first virtual character, and the touch operation is only needed to be distinguished from the touch operation such as viewing information of the first virtual character when the touch operation mode is set, and is not limited.
In practical application, different touch operation modes can be adopted according to different types of terminal equipment. For example, when the terminal device is a touch screen device such as a mobile phone, a tablet computer, a game machine, etc., the user may perform a touch operation on the touch screen through any suitable object or accessory such as a finger, a stylus, etc. When the terminal equipment is a non-touch screen terminal equipment such as a desktop computer, a notebook computer and the like, a user can perform touch operation through external equipment such as a mouse, a keyboard and the like.
The preset shortcut key instruction can be triggered according to a clicking operation of a preset specific key, for example, a clicking operation of a specific key such as a power key, a volume key, or a physical key of a keyboard of the mobile terminal, so as to generate a shortcut key instruction for opening the first virtual character backpack, so that the first terminal device responds to the instruction to open the first virtual character backpack.
The prop display instructions described above are examples only and are not limiting of the present application.
In an alternative embodiment, the virtual prop owned by the first virtual character may be displayed directly in the virtual game scene of the game, or may be displayed in the opened knapsack interface. The embodiments of the present application are described with reference to the virtual prop being displayed in a backpack interface.
The backpack interface may be displayed in a fixed location in the graphical user interface or the current graphical user interface may be switched directly to the backpack interface.
When the backpack interface is displayed at a preset fixed position in the graphical user interface, the preset fixed position may be on the right side, the left side, the upper side or the lower side of the graphical user interface, specifically, the backpack interface is displayed according to a reasonable layout of the graphical user interface, and the embodiment of the application is not limited specifically. For example, referring to fig. 3a, fig. 3a is a schematic view of an example of a backpack interface according to an embodiment of the present application. Backpack interface 320 is displayed on the right side in graphical user interface 300. In this case, the display area of the knapsack interface 320 may be smaller than the display area of the gui 300, and the display contents of other areas in the gui may be manipulated while manipulating the virtual prop displayed in the knapsack interface.
If the display area of the knapsack interface has displayed other interfaces, the display priority of the knapsack interface can be set to be higher than the display priority of the interface content of the current area in the current graphical user interface, that is, the knapsack interface can float and display above the interface content of the current area. Optionally, transparency may be set for the knapsack interface, so that display of the knapsack interface does not affect display of interface content in the current area.
When switching the current graphical user interface to the backpack interface, reference may be made to fig. 3b, where the current graphical user interface 300 in fig. 3a is switched to the backpack interface 320. In this case, the user can only see the virtual prop shown in the backpack interface 320, and cannot see the display in the original graphical user interface 300. The embodiments of the present application are not particularly limited, and those skilled in the art may design according to specific game conditions.
In the embodiment of the application, the method is described by taking the example of displaying a knapsack interface on the right side in a graphical user interface.
In an alternative embodiment, when at least one virtual prop owned by the first virtual character is displayed in the knapsack interface, the virtual prop may be displayed in a list form or may be displayed in a lattice form, and in this embodiment, with reference to fig. 3a, the virtual prop is illustrated in a lattice form by using the knapsack interface. When the display is performed in the form of a lattice, further, the display can be performed in the following two ways.
That is, the knapsack interface can display all virtual props owned by the first virtual character in a listed manner, or the knapsack interface can display various virtual props in a classified manner according to different virtual prop types.
The listing shows that all virtual props are located in the various positions in the backpack interface, as shown in fig. 3 a. For example, backpack interface 320 displays virtual props with a first virtual character currently in possession of a lotion, jade, gun, flying rope reel, etc.
A class presentation, such as a backpack interface, may include a weapon column for presenting weapon-like virtual props, which may refer to virtual props with combat capabilities, such as knives, guns, swords, submachines, pistols, etc. used by virtual characters; clothing columns for displaying virtual props worn by virtual characters, such as clothing, helmets, waistbands, rings, necklaces and other virtual props worn by the virtual characters; or there may be an object bar of various objects that attribute-strengthen the virtual character or weapons held by the virtual character. In different games, the backpack interface may be displayed in different forms, and the embodiment is not limited specifically. Taking a permanent robbery non-space game as an example, the backpack interface can display various game virtual props in a classified manner, wherein the game virtual props are respectively a weapon column, a virtual prop column and a soul jade column. Fig. 3c is a schematic view of virtual prop display in a knapsack interface according to an embodiment of the present application. In this illustration, backpack interface 320 displays various classes of virtual props in a classified manner based on the virtual prop class. As shown in fig. 3c, a weapon bar 321, an object bar 322, a tool bar 323, etc. are included in the backpack interface 320, and the jades in the object bar 322 may be used to strengthen the attack properties for the weapon in the weapon bar. The backpack interfaces shown in the graphical user interfaces shown in fig. 3a, 3c are examples only and not limiting of the present application. In this embodiment, taking a knapsack interface for displaying virtual props owned by a first virtual character in a classified manner as an example, a subsequent method is described.
In particular, the presentation content in the backpack interface may include a virtual prop name and/or a virtual prop icon, which is not limited herein.
After the knapsack interface is opened by the method, further, the virtual prop displayed in the knapsack interface can be operated, and the steps S210 to S220 are executed. Some alternative embodiments of step S210 and step S220 are described below.
Preferably, the display position of the candidate virtual prop may be at the corresponding position of the target virtual prop. The corresponding position can be understood as displaying the candidate virtual prop nearby the position where the target virtual prop is located, so that a user can intuitively know which target virtual prop the displayed candidate virtual prop is associated with, and the visual experience of the user is enhanced.
The position near the position of the target virtual prop may be any position near the target virtual prop, for example, may be various positions such as the left side, the right side, or the right side of the target virtual prop, and the positions may be displayed according to a reasonable layout of the game interface, which is not particularly limited.
In an alternative embodiment, corresponding to the method for displaying virtual props in the knapsack interface, when displaying the candidate virtual props, the candidate virtual props may be displayed through a candidate virtual prop display interface, or the candidate virtual props may be directly displayed in the virtual game scene. The present embodiment will be described with reference to a candidate virtual prop display interface.
The display of the candidate prop presentation interface may be determined based on the display mode of the backpack interface. When the knapsack interface is displayed at a preset position in the graphical user interface, the candidate prop display interface may be displayed at a fixed position in the graphical user interface, or the current graphical user interface may also be directly switched to the candidate prop display interface.
When the candidate virtual prop display interface is displayed at a fixed position in the graphical user interface, the display area of the candidate prop display interface can be smaller than the graphical user interface, and the candidate prop display interface can be placed on the top layer for display, namely, the display priority of the candidate prop display interface is higher than the priority of all interface contents in the current graphical user interface, so that a user can clearly understand the interface structure, and the rapid and convenient game interface use experience is molded.
In a specific embodiment, the fixed location may include other areas of the graphical user interface than the backpack interface display area, i.e., areas where the backpack interface display area and the candidate virtual prop display interface display area do not overlap. Or any area that may overlap the backpack interface.
And under the condition of non-overlapping, the display priorities of the candidate virtual prop display interface and the knapsack interface can be the same. For example, the candidate virtual prop presentation interface may be displayed in a graphical user interface side-by-side with the backpack interface.
In the case of overlapping, for example, in the case of displaying the candidate virtual prop in the vicinity of the target virtual prop, the candidate prop display interface may be displayed overlapping with the knapsack interface, and at this time, the display priority of the candidate virtual prop display interface may be set higher than that of the knapsack interface. That is, the display of the candidate virtual prop display interface may be floatingly displayed over the backpack interface, at which time the backpack interface may be obscured. Or transparency can be set for the candidate virtual prop display interface, so that the display of the candidate virtual prop display interface does not influence the display of other interface contents. Referring to fig. 4a, the display area of the candidate virtual prop display interface 430 is partially overlapped with the display area of the knapsack interface 420, and at this time, the display priority of the candidate virtual prop display interface 430 is higher than the display priority of the knapsack interface, so that part of the display content in the knapsack interface 430 is blocked.
When the graphical user interface is switched to the knapsack interface in a full screen mode, the candidate prop display interface can be displayed at a preset position on the knapsack interface, and the display priority of the candidate prop display interface is set to be higher than that of the knapsack interface. At this time, the display area of the candidate prop display interface can be smaller than the display area of the knapsack interface, so that a user can clearly understand the interface structure of the knapsack interface on the candidate prop display interface, and the rapid and convenient game interface use experience is molded.
The display mode of the candidate prop display interface in this embodiment is not particularly limited, and the above mode is merely an example, and those skilled in the art may design according to actual situations.
In a specific embodiment, the first manipulation instruction in step S210 may be a first drag instruction, a touch instruction, or a shortcut instruction of the target virtual prop, which is not limited in particular, and may be distinguished from an interaction instruction for implementing other functions when a person skilled in the art develops a game.
When the first control instruction is a first dragging instruction, the first terminal device determines each candidate virtual prop matched with the target virtual prop under the condition that the first dragging instruction is detected to meet a preset dragging condition. The first drag instruction may be generated according to a drag operation of the user from the user operation level.
The drag operation is generally performed with a pressing point of the pressing operation as a starting point, and the drag operation and the pressing operation are a continuous operation process. That is, after the user performs the pressing operation on the target virtual prop, the user is kept in contact with the game interface. On this basis, the user moves the target virtual prop on the graphical user interface, and the end of the drag operation may be regarded as the user releasing the target virtual prop, i.e. not pressing the target virtual prop any more.
The preset drag condition may include any one of the following:
the dragging distance meets a preset distance;
the dragging direction meets a preset direction;
the dragging time length meets the preset time length;
the dragging distance in the preset direction meets the preset distance;
the drag duration in the preset direction satisfies the preset duration.
For example, when the preset distance is 5 pixels, the user drags the target virtual prop to move, the terminal equipment detects that the moving distance of the target virtual prop is greater than or equal to 5 pixels, determines at least one candidate virtual prop matched with the target virtual prop, displays a candidate prop display interface at a position adjacent to the target virtual prop, and displays the at least one candidate virtual prop.
Or when the preset direction is left, the terminal equipment detects that the user drags the target virtual prop leftwards, determines each candidate virtual prop matched with the target virtual prop, and displays a candidate prop display interface at the position adjacent to the target virtual prop, and when the target virtual prop is dragged upwards, rightwards or in other directions, the candidate virtual prop matched with the target virtual prop is not determined, and then the candidate prop display interface is not displayed.
Or when the preset duration is 1 second and the duration that the user drags the target virtual prop to move is greater than or equal to 1 second, the first terminal equipment determines the candidate virtual prop matched with the target virtual prop and displays a candidate prop display interface at the position where the adjacent target virtual prop is located.
The preset dragging conditions described above are only examples and are not limiting of the present application.
And when the first control instruction is a touch instruction, the first terminal equipment responds to the touch instruction to display the candidate virtual prop at the position corresponding to the target virtual prop. For the user operation layer, the touch instruction may be generated according to a touch operation performed by the user on the target virtual prop, where the touch operation is the same as the touch operation corresponding to the prop display instruction described in step S200, and will not be described herein.
In an alternative specific embodiment, the first terminal device highlights the target virtual prop in response to a first manipulation instruction to the target virtual prop. Highlighting may include any one or more of the following display modes: highlighting, stroking, strobing, or darkening. Highlighting refers to the fact that the display brightness of the target virtual prop after responding to the first manipulation instruction exceeds the display brightness of the previous target virtual prop by a preset brightness value. The description display refers to thickening of a frame of the position of the target virtual prop after responding to the first control instruction or color changing display of the frame. The stroboscopic display means that the target virtual prop after responding to the first manipulation instruction flashes according to a preset frequency. The darkening display means that the color of the target virtual prop after responding to the first manipulation instruction is darkened by a preset color value than the color before responding to the first manipulation instruction, and the color means a pixel value. Taking the drawing display as an example, as shown in fig. 3c, the virtual props displayed in the knapsack interface 320 are all virtual props before responding to the first manipulation instruction, and as shown in fig. 4a, the border of the position of the long gun weapon in the weapon column 421 is bolded, that is, the long gun weapon is the target virtual props after responding to the first manipulation instruction.
The target virtual prop is highlighted, so that a user of the first terminal device can more intuitively see which virtual prop is the acting object of the current first control instruction, further confirmation is performed on the operated virtual prop by the user, whether the virtual prop is the target virtual prop of the first virtual role controlled by the user and required to acquire the associated virtual prop is performed, and accuracy of determining the target virtual prop is improved.
The following describes a display mode of the candidate virtual prop.
In an alternative specific embodiment, the candidate virtual props may be displayed in a list, or may be displayed in a lattice manner, or may be displayed in a custom manner, which is not limited thereto. The embodiments of the present application will be described by taking list display as an example.
The candidate virtual prop display list can be a text display list or a picture display list. The text display list refers to displaying the names of the candidate virtual props in a list form, as shown in fig. 4a, the first terminal device responds to the first operation instruction of the long gun weapon, and the candidate virtual props associated with the long gun weapon are displayed in a list 430 form on the left side of the long gun weapon, including the names of soul jade such as Dasheng, crazy wolf, wind fire penetrating foot and the like. The picture display list is used for displaying icons of each candidate virtual prop in a list mode.
When the candidate virtual prop list displays the candidate virtual props, the candidate virtual props owned by each second virtual character can be displayed in a listed manner, and the candidate virtual props owned by the virtual characters can be displayed in a classified manner according to types. The list display is shown in fig. 4a, and each associated candidate prop is displayed, so that the target user can intuitively see the number of various candidate virtual props owned by teammates. And the classified display is shown in fig. 4b, so that the display interface of the candidate props is simplified and the visual experience of the user is improved for each soul jade classified display.
And classifying and displaying the candidate virtual props owned by the virtual roles according to the types. For example, the first virtual character has two teammates, the candidate virtual props of which are shown in table 1, teammate 1 has 3 soul jade corresponding to the long gun weapon, namely, the great Saint, crazy wolf, wind fire penetrating foot, and teammate 2 has 2 soul jade corresponding to the long gun weapon, namely, crazy wolf, wind fire penetrating foot. The first terminal device may respond to the first manipulation instruction for the target virtual prop, and the displayed candidate virtual prop list may be shown in fig. 4b, and display the candidate virtual props in a classified manner.
Table 1 candidate virtual prop examples corresponding to target virtual props
Figure BDA0004142043130000191
In a specific embodiment, when displaying the candidate virtual prop, the character identifier of the second virtual character having the candidate virtual prop is displayed at the position corresponding to the candidate virtual prop, so that the target user can more intuitively know the possession condition of each teammate on the candidate prop. The character identifier may be one or more of a number of the second virtual character, a name of the second virtual character, and a head portrait of the second virtual character, which may be used to refer to various identifiers of the second virtual character, and is not limited in particular.
And displaying the character identifications of the second virtual characters with the candidate virtual props in the vicinity of the positions of the candidate virtual props when the candidate virtual props of the second virtual characters are displayed in a listed mode. For example, taking the display of each second virtual character number as shown in fig. 4c, the virtual character number having each candidate virtual prop in the list 430 is displayed on the left side of each candidate virtual prop name, such as (2) the number virtual character having a holy game soul jade and a crazy wolf's soul jade, and (3) the number virtual character having a wind-fire heart-fire penetrating foot soul jade and a crazy wolf's soul jade.
Thus, the target user can be helped to know the candidate virtual props currently owned by each teammate more clearly.
When the candidate virtual props owned by the virtual roles are displayed in a classified manner according to the types, when the candidate virtual props of a certain type are owned by a plurality of second virtual roles, then a list of character identifications of the second virtual character having the class may be displayed in the vicinity of the candidate virtual prop, as in table 1 for teammate 1 and teammate 2 while having crazy spirit. Illustratively, as shown in FIG. 4d, a character identification list including character identifications of teammate 1 and teammate 2 is displayed on the left side of the crazy spirit.
Or after the user controls the candidate virtual prop, displaying the identifier of the second virtual character having the candidate virtual prop, and the specific control mode is not limited. For example, when the target user hovers the mouse at the position of a candidate virtual prop of a certain type, the character identification of the second virtual character having the candidate virtual prop of the certain type is displayed near the candidate virtual prop of the certain type. As shown in FIG. 4d, when the user hovers the mouse over the position of the crazy wolf's soul jade, the character identifications of teammates 1 and 2 are displayed on the left side. The method can enable the character identification to be displayed without additionally occupying a graphical user interface at ordinary times, and only be known when a user wants to know teammate information of the candidate virtual prop.
In an alternative embodiment, the number of candidate virtual props may also be displayed when displaying candidate virtual props. As shown in fig. 4e, when each candidate virtual prop is displayed in the list, the number of candidate virtual props is displayed behind each candidate virtual prop name in the list 430, and the second virtual character numbered (2) has two holy soul jade, and 2 is displayed on the right side of the holy soul jade. As shown in fig. 4f, when the candidate virtual props are displayed in a classified manner, the number of candidate virtual props of each type owned by each virtual character is displayed in the vicinity of each second virtual character identifier displayed, or may be displayed in the vicinity of the candidate virtual props. Of course, the number display modes shown in fig. 4e and fig. 4f are only examples, and are not limiting to the embodiments of the present application.
In an alternative embodiment, the same kind of candidate virtual props may have quality differences, such as soul jade of each kind in a hijack-free game, and may be classified into four classes of bluish white gold. Therefore, when the candidate virtual props are displayed, the grade information of each candidate virtual prop can be obtained, and the candidate virtual props are displayed according to a preset display mode corresponding to the grade information. For example, when displaying each candidate virtual prop, the name of each candidate virtual prop is displayed as the color corresponding to the grade of the candidate virtual prop, so as to help the user distinguish the grade of the quality of each candidate virtual prop. For example, the soul jade name of purple quality shows purple.
In an alternative embodiment, when the candidate virtual prop is displayed, the remaining display duration of the candidate virtual prop can be displayed simultaneously, and when the remaining display duration is zero, the candidate virtual prop is displayed in a hidden mode. The remaining display time length is the difference value between the preset display time length of the candidate virtual prop and the displayed time length of the candidate virtual prop. For example, the preset virtual prop candidate can be kept to be displayed on the graphical user interface for 3 seconds, at the current moment, the virtual prop candidate is displayed for 1 second, and the remaining display time is 2 seconds, namely, the display time is that the virtual prop candidate can be displayed on the graphical user interface for 2 seconds, and the display is hidden after 2 seconds.
After the target user operates the target candidate virtual prop, the remaining display duration can be determined to be the preset reserved display duration, and the timing is repeated.
After the description of the alternative embodiments of step S210 is completed, some alternative embodiments of step S220 are described below.
In an alternative embodiment, the second manipulation instruction for the target candidate virtual prop in step S220 includes any one of the following:
a second drag instruction for the target virtual prop;
a third drag instruction for the target candidate virtual prop;
And a touch instruction for the target candidate virtual prop.
In the user operation layer, the operation mode of generating the third drag instruction for the target candidate virtual prop and the touch instruction for the target candidate virtual prop may be the same as the first drag instruction and the touch instruction for generating the first manipulation instruction in step S220, except that the acting object of the second manipulation instruction is the target candidate virtual prop. The shortcut key mode can be set to be different from the shortcut key in the first control instruction, so that the shortcut key collision is avoided.
In addition to the above-mentioned operation mode same as the first operation instruction, the second operation instruction for the target candidate virtual prop in the candidate virtual props may further include a second dragging instruction for the target virtual prop, and the first terminal device responds to the second dragging instruction for the target virtual prop and moves the target virtual prop to the position where the target candidate virtual prop is located to release the target virtual prop, so as to perform operation on the target virtual candidate prop.
In one embodiment, from the user operation level, the operation mode corresponding to the first dragging instruction and the second dragging instruction of the target virtual prop may be a continuous and uninterrupted dragging operation. It can be understood that after the first drag operation of the target user acting on the target virtual prop meets the preset drag condition, displaying the candidate virtual prop display interface, the target virtual prop is not released, the target virtual prop is continuously dragged to the position where the target candidate virtual prop is located, and the drag operation executed after the display interface of the candidate virtual prop is displayed is regarded as the second drag operation.
In a specific embodiment, the first terminal device highlights the target candidate virtual prop in response to a second manipulation instruction to the target candidate virtual prop. Highlighting may include any one or more of the following display modes: highlighting, stroking, strobing, or darkening. Details of highlighting the target virtual prop will be described in detail and will not be repeated here.
As shown in fig. 5a, the border of the position of the name of the crazy wolf, anger and soul jade owned by the virtual character (3) in the candidate virtual prop list is bolded, that is, the crazy wolf, anger and soul jade is taken as the target candidate virtual prop.
The target candidate virtual prop is highlighted, so that a target user of the first terminal device can more intuitively see which candidate virtual prop is the acting object of the current second control instruction, the target user can further confirm whether the operated candidate virtual prop is the candidate virtual prop required by the first virtual role controlled by the target user, and accuracy of determining the candidate virtual prop is improved.
The step "sending the first prop request information for the target candidate virtual prop to the second terminal device corresponding to the second virtual character having the target candidate virtual prop" in step S220 of the embodiment of the present application may be divided into the following two cases according to different display modes of the candidate virtual prop.
First, under the condition that the names of the candidate virtual props are displayed in a listed mode, the first terminal equipment responds to a second control instruction of the target candidate virtual props, and sends first prop request information aiming at the target candidate virtual props to second terminal equipment corresponding to a second virtual role of the designated target candidate virtual props.
Referring to fig. 5a, the target virtual prop is a gold quality long gun weapon, the target candidate virtual prop is a crazy wolf, billow and the like owned by a second virtual character with the number (3), the long gun weapon is dragged to a position of the crazy wolf, billow and the like in the candidate virtual prop list, and the first terminal device sends prop request information "i have [ long gun ] to the second terminal device corresponding to the second virtual character with the number (3) of crazy wolf, billow and the like, and can give me [ crazy wolf, billow and the like? "at this time, only teammate No. 3 received the message.
Under the condition, the prop request information is sent one-to-one, and only the prop request information is sent to the appointed teammates, so that interference and burden to other users are avoided, and the game experience of the users is improved.
Secondly, under the condition that the names of the candidate virtual props are displayed in a classified mode, the first terminal equipment responds to a second control instruction of the target candidate virtual props, and first prop request information aiming at the target candidate virtual props is sent to second terminal equipment corresponding to each second virtual role of the team where the first virtual roles are located and having the target candidate virtual props.
Referring to fig. 5b, the target virtual prop is a gold quality long gun weapon, the target candidate virtual prop is crazy wolf, the long gun weapon is dragged to the position of crazy wolf, crazy, in the candidate virtual prop list, the first terminal equipment sends first tool request information to second terminal equipment corresponding to a second virtual character with crazy spirit and soul jade, as shown in fig. 5b, when both the virtual characters corresponding to the teammate 1 and the teammate 2 have crazy spirit, the first terminal device sends prop request information to the second terminal device held by the teammate 1 and the teammate 2.
By the method, teammates with the target candidate virtual props can clearly know the prop information of the target virtual props of the target user of the first terminal equipment and the demand information of the target candidate virtual props, and the team cooperation efficiency is improved.
After the detailed description of the above steps S210 to S220 is completed, the in-game message sending method provided in the embodiment of the present application may further include the following steps S230 to S240.
Step S230: and if the candidate virtual prop associated with the target virtual prop does not exist in the virtual props possessed by the second virtual character, displaying the help control at the position corresponding to the target virtual prop.
Step S240: and responding to a third control instruction of the help control, and sending second prop request information aiming at the target candidate virtual props to second terminal equipment.
The second terminal device in step S240 includes second terminals corresponding to all second virtual characters of the team where the first virtual character is located.
The third control instruction may include a fourth drag instruction, a touch instruction, and a shortcut key instruction for the help control, and the description of the fourth drag instruction and the touch instruction may refer to the description of each instruction in step S220, which is not repeated herein.
The second prop request information is used for indicating to a user holding the second terminal device to help keep track of the target candidate virtual prop. For example, the second prop request message may be "I have [ XXX ], asking I to keep track of the prop associated with [ XXX ].
Second embodiment
Corresponding to the method for sending in-game messages provided in the first embodiment of the present application, the second embodiment of the present application further provides an in-game message sending device 600, as shown in fig. 6, where the device 600 includes: candidate prop display section 601 and message transmission section 602;
the candidate virtual prop display unit 601 is configured to display at least one candidate virtual prop in response to a first control instruction for a target virtual prop in the virtual props, where the candidate virtual prop is a virtual prop associated with the target virtual prop in the virtual props owned by the second virtual character; the second virtual role is a virtual role controlled by the second terminal equipment and is in the same camping with the first virtual role;
The message sending unit 602 is configured to send, in response to a second manipulation instruction for a target candidate virtual prop in the candidate virtual props, first prop request information for the target candidate virtual prop to a second terminal device corresponding to a second virtual role having the target candidate virtual prop.
Third embodiment
Corresponding to the method for sending the message in the game provided in the first embodiment of the present application, the third embodiment of the present application further provides an electronic device for sending a message, as shown in fig. 7, where the electronic device includes: a processor 701; and a memory 702 for storing a program of a message transmission method, the apparatus, after being powered on and running the program of the message transmission method by a processor, performs the steps of:
responding to a first control instruction of a target virtual prop in the virtual props, and displaying at least one candidate virtual prop, wherein the candidate virtual prop is a virtual prop associated with the target virtual prop in virtual props owned by a second virtual character; the second virtual role is a virtual role controlled by the second terminal equipment and is in the same camping with the first virtual role;
responding to a second control instruction of the target candidate virtual prop in the candidate virtual props, and sending first prop request information aiming at the target candidate virtual prop to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop.
Fourth embodiment
The fourth embodiment of the present application provides a computer-readable storage medium storing a program of the message sending method, corresponding to the message sending method in the game provided in the first embodiment of the present application, the program being executed by a processor, the program performing the steps of:
responding to a first control instruction of a target virtual prop in the virtual props, and displaying at least one candidate virtual prop, wherein the candidate virtual prop is a virtual prop associated with the target virtual prop in virtual props owned by a second virtual character; the second virtual role is a virtual role controlled by the second terminal equipment and is in the same camping with the first virtual role;
responding to a second control instruction of the target candidate virtual prop in the candidate virtual props, and sending first prop request information aiming at the target candidate virtual prop to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop.
It should be noted that, for the detailed descriptions of the apparatus, the electronic device, and the computer readable storage medium provided in the second embodiment, the third embodiment, and the fourth embodiment of the present application, reference may be made to the related descriptions of the first embodiment of the present application, and no further description is given here.
While the preferred embodiment has been described, it is not intended to limit the invention thereto, and any person skilled in the art may make variations and modifications without departing from the spirit and scope of the present invention, so that the scope of the present invention shall be defined by the claims of the present application.
In one typical configuration, a computing device of a blockchain node includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
The memory may include volatile memory in a computer-readable medium, random Access Memory (RAM) and/or nonvolatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM). Memory is an example of computer-readable media.
1. Computer readable media, including both non-transitory and non-transitory, removable and non-removable media, may implement information storage by any method or technology. The information may be computer readable operations, data structures, modules of the program, or other data. Examples of storage media for a computer include, but are not limited to, phase change memory (PRAM), static Random Access Memory (SRAM), dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), read Only Memory (ROM), electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transmission medium, which can be used to store information that can be accessed by a computing device. Computer readable media, as defined herein, does not include non-transitory computer readable media (transmission media), such as modulated data signals and carrier waves.
2. It will be appreciated by those skilled in the art that embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
While the preferred embodiment has been described, it is not intended to limit the invention thereto, and any person skilled in the art may make variations and modifications without departing from the spirit and scope of the present invention, so that the scope of the present invention shall be defined by the claims of the present application.

Claims (18)

1. An in-game message sending method, characterized in that at least one virtual prop owned by a first virtual character is displayed through a graphical user interface provided by a first terminal device, the first virtual character being a virtual character controlled by the first terminal device, the method comprising:
Responding to a first control instruction of a target virtual prop in the virtual props, and displaying at least one candidate virtual prop, wherein the candidate virtual prop is a virtual prop associated with the target virtual prop in virtual props owned by a second virtual character; the second virtual role is a virtual role controlled by the second terminal equipment and is in the same camping with the first virtual role;
responding to a second control instruction of the target candidate virtual prop in the candidate virtual props, and sending first prop request information aiming at the target candidate virtual prop to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop.
2. The method of claim 1, wherein the first manipulation instruction for the target virtual prop comprises: a first dragging instruction for the target virtual prop or a touch instruction for the target virtual prop.
3. The method of claim 2, wherein the displaying at least one candidate virtual prop when the first manipulation instruction for the target virtual prop is a first drag instruction for the target virtual prop comprises:
And displaying at least one candidate virtual prop under the condition that the first dragging instruction for the target virtual prop is detected to meet the preset dragging condition.
4. The method of claim 1, wherein the second manipulation instruction for the target candidate virtual prop of the candidate virtual props comprises any one of:
a second drag instruction for the target virtual prop;
a third drag instruction for the target candidate virtual prop;
and a touch instruction for the target candidate virtual prop.
5. The method of claim 4, wherein when the second manipulation instruction for the target candidate virtual prop is a second drag instruction for the target virtual prop, the sending the first prop request information to a second terminal device corresponding to a second virtual character having the target candidate virtual prop includes:
and when the target position indicated by the second dragging instruction is detected to be the position of the target candidate virtual prop, sending first prop request information to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop.
6. The method of claim 4, wherein when the second manipulation instruction for the target candidate virtual prop is a third drag instruction for the target candidate virtual prop, the sending the first prop request information to the second terminal device corresponding to the second virtual character having the target candidate virtual prop includes:
And under the condition that the third dragging instruction meets the preset dragging condition, sending first track request information to second terminal equipment corresponding to a second virtual character with the target candidate virtual prop.
7. The method according to claim 2 or claim 6, wherein the preset drag condition includes any one of:
the dragging distance meets a preset distance;
the dragging direction meets a preset direction;
the dragging time length meets the preset time length;
the dragging distance in the preset direction meets the preset distance;
the drag duration in the preset direction satisfies the preset duration.
8. The method of claim 1, wherein the display mode of the candidate virtual prop is any one of the following:
displaying the candidate virtual props in a listing way;
or, displaying the candidate virtual props according to the classification of the preset virtual props.
9. The method according to claim 1, wherein the method further comprises:
and displaying the character identification of the second virtual character with the candidate virtual prop at the position corresponding to the candidate virtual prop.
10. The method according to claim 1, wherein the method further comprises:
And displaying the number of the candidate virtual props at the positions corresponding to the candidate virtual props.
11. The method according to claim 1, wherein the method further comprises:
acquiring grade information of the candidate virtual props;
and displaying the candidate virtual props according to a preset display mode corresponding to the grade information.
12. The method according to claim 1, wherein the method further comprises:
if the candidate virtual prop associated with the target virtual prop does not exist in the virtual props owned by the second virtual character, displaying a help control at the position corresponding to the target virtual prop;
responding to a third control instruction of the help control, and sending second prop request information aiming at the target candidate virtual prop to the second terminal equipment; the second prop request information is used for indicating a user holding the second terminal device to help keep track of the target candidate virtual prop.
13. The method of claim 1, wherein the first track request message comprises: and the prop information of the target virtual prop and the demand information aiming at the target candidate virtual prop.
14. The method according to claim 1, wherein the method further comprises:
highlighting the target virtual prop in response to a first manipulation instruction for the target virtual prop;
and in response to a second manipulation instruction to the target candidate virtual prop, highlighting the target candidate virtual prop.
15. The method of claim 14, wherein the highlighting includes any one or more of the following display modes: highlighting, stroking, strobing, or darkening.
16. An in-game message transmission apparatus, the apparatus comprising: the candidate prop display unit and the message sending unit;
the candidate prop display unit is used for responding to a first control instruction of a target virtual prop in the virtual props and displaying at least one candidate virtual prop, wherein the candidate virtual prop is a virtual prop associated with the target virtual prop in virtual props owned by a second virtual role; the second virtual role is a virtual role controlled by the second terminal equipment and is in the same camping with the first virtual role;
The message sending unit is used for responding to a second control instruction of the target candidate virtual prop in the candidate virtual props and sending first prop request information aiming at the target candidate virtual prop to second terminal equipment corresponding to a second virtual role with the target candidate virtual prop.
17. An electronic device, comprising:
a processor; and
a memory for storing a data processing program, the electronic device being powered on and executing the program by the processor, to perform the method of any one of claims 1 to 15.
18. A computer readable storage medium, characterized in that a data processing program is stored, which program is run by a processor, performing the method according to any of claims 1-15.
CN202310291575.2A 2023-03-16 2023-03-16 Method and device for sending message in game and electronic equipment Pending CN116392807A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202310291575.2A CN116392807A (en) 2023-03-16 2023-03-16 Method and device for sending message in game and electronic equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310291575.2A CN116392807A (en) 2023-03-16 2023-03-16 Method and device for sending message in game and electronic equipment

Publications (1)

Publication Number Publication Date
CN116392807A true CN116392807A (en) 2023-07-07

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Family Applications (1)

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

Country Link
CN (1) CN116392807A (en)

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