WO2024031941A9 - 游戏的交互控制方法、装置和电子设备 - Google Patents
游戏的交互控制方法、装置和电子设备 Download PDFInfo
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- WO2024031941A9 WO2024031941A9 PCT/CN2023/074438 CN2023074438W WO2024031941A9 WO 2024031941 A9 WO2024031941 A9 WO 2024031941A9 CN 2023074438 W CN2023074438 W CN 2023074438W WO 2024031941 A9 WO2024031941 A9 WO 2024031941A9
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- prop
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- 230000003993 interaction Effects 0.000 title abstract description 8
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/04842—Selection of displayed objects or displayed text elements
Definitions
- the present disclosure relates to the field of game technology, and in particular to a method, device and electronic device for interactive control of games.
- players can obtain suits by completing tasks, drawing lots or purchasing. Suits can be used to dress up virtual characters. Different suits can provide players with different character appearance effects. Suits can also be used as illustrations for display. In the game's dressing system, suits can be used to dress up virtual characters, but there may be suit parts in the suit that the player has not collected. At this time, the player also needs to exit the dressing system and enter the collection system to view the collection status of each part in the suit. It is necessary to switch and interact in multiple systems in the game, resulting in a large number of interactions in the dressing operation and a more cumbersome operation.
- an embodiment of the present disclosure provides an interactive control method for a game, providing a graphical user interface through a terminal device, wherein the graphical user interface includes a plurality of prop category controls; the prop category controls are used to: provide alternative props of corresponding categories; the method includes: responding to a trigger operation on a dress-up control among the plurality of prop category controls, and displaying a plurality of dress-up category controls; the dress-up category controls are used to: provide dress-up props of corresponding categories; responding to a trigger operation on a first category control among the plurality of dress-up category controls, and displaying alternative dress-up props corresponding to the first category control and a virtual object to be dressed up; responding to a selection operation on a first prop among the alternative dress-up props, and controlling the virtual object to wear the first prop; determining that the first prop belongs to a suit component in a first suit, and displaying the holding progress of the first suit to which the first prop belongs; wherein the holding progress is used to indicate:
- an embodiment of the present disclosure provides an interactive control device for a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a plurality of prop category controls; the prop category controls are used to provide alternative props of corresponding categories; the device includes: a first display module, used to respond to a trigger operation on a dress-up control in the plurality of prop category controls, and display a plurality of dress-up category controls; the dress-up category controls are used to provide dress-up props of corresponding categories; a second display module, used to respond to a trigger operation on a first category control in the plurality of dress-up category controls, and display alternative dress-up props corresponding to the first category control and a virtual object to be dressed up; a wearing control module, used to respond to a selection operation on a first prop in the alternative dress-up props, and control the virtual object to wear the first prop; a third display module, used to determine that the first prop belongs to a suit component in a first suit
- an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method of the above-mentioned game.
- an embodiment of the present disclosure provides a machine-readable storage medium, which stores machine-executable instructions.
- the machine-executable instructions When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method of the above-mentioned game.
- FIG1 is a flow chart of an interactive control method for a game provided by an embodiment of the present disclosure
- FIG2 is a schematic diagram of a dressing page provided by an embodiment of the present disclosure.
- FIG3 is a schematic diagram of a package identifier, package name, and holding progress provided by an embodiment of the present disclosure
- FIG4 is a schematic diagram of a display window provided in an embodiment of the present disclosure.
- FIG5 is a schematic diagram of an overview of an atlas provided in an embodiment of the present disclosure.
- FIG6 is a schematic diagram of a prop display method in a prop set provided by an embodiment of the present disclosure.
- FIG7 is a schematic diagram of another prop display method in a prop set provided by an embodiment of the present disclosure.
- FIG8 is a schematic diagram of the structure of an interactive control device for a game provided by an embodiment of the present disclosure.
- FIG. 9 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure.
- the embodiments of the present disclosure provide a method, device and electronic device for interactive control of a game.
- This technology can be applied to the interactive control of various sets of sets such as clothing sets, prop sets, and accessories sets in games or other virtual scenes.
- the interactive control method of the game can be run on a local terminal device or a server.
- the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
- cloud games refer to a game mode based on cloud computing.
- the operation mode of cloud games the operating body of the game program and the main body of the game screen presentation are separated.
- the storage and operation of the interactive control method of the game are completed on the cloud game server.
- the role of the client device is used for receiving and sending data and presenting the game screen.
- the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing.
- the player operates the client device to send an operation instruction to the cloud game server.
- the cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network.
- the client device decodes and outputs the game screen.
- a local terminal device stores a game program and is used to present a game screen.
- the local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner.
- the local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection.
- the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
- an embodiment of the present disclosure provides an interactive control method for a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interactive system mentioned above.
- the interactive control method of the game provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device described above or the client device described above, and the graphical user interface includes a variety of prop category controls; the prop category controls are used to: provide alternative props of corresponding categories; the prop category controls can include, for example, dress-up controls, firearm controls, treasure controls, and space prop controls; by triggering each prop category control, the interface displays the alternative props under the category.
- the interactive control method of the game includes the following steps:
- Step S102 in response to a triggering operation on a dress control in a plurality of prop category controls, displaying a plurality of dress category controls; the dress category controls are used to: provide dress props of corresponding categories;
- dress category controls such as suit controls, theme controls, head controls, face controls, top controls, pants controls, shoes controls, etc.
- the dress props corresponding to the dress category controls can be displayed by default, for example, the suit corresponding to the suit control is displayed.
- Step S104 in response to a triggering operation on a first category control among the multiple dress-up category controls, displaying the optional dress-up props corresponding to the first category control and the virtual object to be dressed up;
- Players can trigger each dressing category control separately; the triggered dressing category control is the first category control mentioned above.
- the alternative dressing props corresponding to the first category control and the virtual object to be dressed up are displayed in the interface; for example, when the first category control is a top control, the alternative dressing props can include tops of various styles; at the same time, the virtual object is also displayed in the interface.
- Step S106 in response to the selection operation of the first prop among the candidate dressing props, controlling the virtual object to wear the first prop;
- the player triggers a certain alternative dressing prop, that is, the first prop, and can control the virtual object to wear the alternative dressing prop, thereby showing the visual effect of the alternative dressing prop.
- Step S108 determining that the first item belongs to a set component in the first set, and displaying the holding progress of the first set to which the first item belongs; wherein the holding progress is used to indicate: the holding status of the set component in the first set by the current game account.
- the holding progress of the first suit to which the first item belongs is also displayed; usually, the first suit includes multiple suit components, and the first item belongs to one of the suit components.
- the player may hold some or all of the suit components in the first suit, or may not hold any of the suit components in the first suit.
- the player can understand the holding progress of the first suit described by the first item. The player no longer needs to enter the personal information page to view the holding progress of the suit, which reduces the cumbersome operation process of switching between systems.
- the holding progress can be displayed in various forms.
- the component identification of each component in the first set can be displayed, and the holding status of each component can be distinguished by text or display format, and the holding status includes held or not held.
- the interactive control method of the above game responds to the trigger operation of the dress-up control in the multiple prop category controls, and displays multiple dress-up category controls;
- the dress-up category controls are used to: provide dress-up props of corresponding categories; respond to the trigger operation of the first category control in the multiple dress-up category controls, and display the alternative dress-up props corresponding to the first category control and the virtual object to be dressed; respond to the selection operation of the first prop in the alternative dress-up props, and control the virtual object to wear the first prop; determine that the first prop belongs to a suit component in the first suit, and display the holding progress of the first suit to which the first prop belongs; wherein the holding progress is used to indicate: the holding status of the suit component in the first suit of the current game account.
- the holding progress of the suit to which the prop belongs can be directly displayed after selecting the prop, without having to exit the dress-up system area collection system to view the holding information of the suit, which reduces the number of interactions of the dress-up operation and improves the convenience of the operation.
- component identifiers of multiple set components in a first set are displayed; wherein, for the components already held by the current game account among the multiple set components, the held components are displayed in a first display format; and for the components not held by the current game account among the multiple set components, the non-held components are displayed in a second display format.
- part 1 is a held part
- part 2 is a non-held part; for example, part 1 may be a skirt, and part 2 may be a shoe.
- the held parts and non-held parts are distinguished by solid lines and dotted lines.
- the first display format and the second display format are usually different.
- the first display format is a solid line
- the second display format is a dotted line
- the first display format is a highlight
- the second display format is a shadow
- the held parts and non-held parts are distinguished by the display format.
- the prop identification of the first prop is displayed in the part wearing prompt window; the part wearing prompt window is used to: indicate that the corresponding part of the virtual object has worn the prop; and display the component identification of multiple suit parts in the first suit in a preset display area.
- the first category control is a top control
- multiple top props will be displayed in the alternative equipment props.
- the player clicks on one of the top props multiple suit component identifiers of the first suit to which the top prop belongs will be displayed in the upper right corner of the interface.
- the remaining suit parts in the first suit except the first prop are displayed in the part wearing prompt window; wherein, the remaining suit parts are displayed in a sub-window of the corresponding part in the part wearing prompt window, and the remaining suit parts are correspondingly configured with an indication mark, and the indication mark indicates whether the remaining suit parts are already held parts or not held parts; in response to a triggering operation on the first remaining suit part in the part wearing prompt window, the virtual object is controlled to wear the first remaining suit part.
- the part wearing prompt window in addition to displaying the first prop triggered by the player, the part wearing prompt window also displays the remaining suit parts in the first suit to which the first prop belongs, that is, all the suit parts in the first suit are displayed in the part wearing prompt window, and by triggering each suit part in the part wearing prompt window, the virtual object can be controlled to wear or take off each suit part.
- the first prop in the optional costume props is selected, the first prop is worn on the virtual object, and only the first prop and other props worn on the virtual object are displayed in the part wearing prompt window. If the remaining suit parts except the first prop in the first suit are not worn on the virtual object, the remaining suit parts are not displayed in the part wearing prompt window; if the second prop in the first suit except the first prop is selected from the part identifier, the second prop will also be displayed in the wearing prompt window.
- the part wearing prompt window is also used to: control the virtual character to wear or take off the corresponding props; respond to the trigger operation of the part wearing prompt window, determine the suit parts corresponding to the trigger operation; control the virtual character model to wear or take off the suit parts corresponding to the trigger operation.
- the part wearing prompt window can be directly expanded and displayed in the interface, or it can be minimized and displayed, and only a window expansion control is provided.
- the window expansion control is triggered, the part wearing prompt window is displayed.
- the virtual object is displayed, and the virtual object is controlled to wear the first prop.
- the virtual object can wear the remaining suit parts while wearing the first prop, or only wear the first prop without wearing the remaining suit parts.
- the virtual object is controlled to wear or remove the corresponding suit parts.
- the virtual character can also be controlled to wear and take off the set parts, so that the player can view the appearance effect of the virtual character after wearing the set parts, thereby increasing the player's interest and enthusiasm in collecting the set parts that they do not have, and motivating the player to continue collecting the set parts that they do not have.
- an interface control for holding the first remaining set of parts is provided.
- the interface control is used to provide players with a way to obtain unheld parts.
- a purchase control and purchase cost information "20#" are provided; in addition, the player can also click on the part logo of the first set of suit parts in the upper right corner.
- a purchase control and purchase cost information "20#” are provided.
- the above interface control can also be a lottery control, a trigger task control, etc., so that the first part can be obtained by lottery or completing a task.
- a prop identifier of the first prop is displayed in a part wearing prompt window; the part wearing prompt window is used to: indicate that the corresponding part of the virtual object has worn the prop; in response to a triggering operation on the prop identifier of the first prop in the part wearing prompt window, component identifiers of multiple suit components in the first suit are displayed in a preset display area.
- the item identifier of the first item is displayed in the part wearing prompt window.
- the item identifier of the first item in the part wearing prompt window is triggered, and the component identifiers of the multiple set components in the first set are displayed.
- the item identifier of the first item in the part wearing prompt window is triggered, and the component identifiers of the multiple set components in the first set are displayed, thereby showing the holding progress of the first set.
- the holding progress of the first set is obtained from the collection system data of the current game account; wherein the collection system data includes: information on props already held by the current game account; based on the holding progress, the display format of the component identification of each set component in the first set is determined in the dressing system corresponding to the dressing control; and the component identification of multiple set components in the first set is displayed based on the display format.
- the holding progress of a set is saved in the collection system data of the game, and the dressing control in the aforementioned embodiment triggers the dressing system. Therefore, when displaying the holding progress, it is necessary to first obtain the holding progress of the first set from the collection system data.
- the dressing system determines the display format of the component identifiers of each set component in the first set based on the obtained holding progress. For example, the held components are displayed using the first display format, and the unheld components are displayed using the second display format.
- the game system is usually divided into multiple subsystems, each of which is triggered and displayed by a control, and each subsystem provides corresponding functions and data.
- the function display of the dress-up system is triggered by the dress-up control.
- the dress-up system when the player clicks on the first prop, the holding progress of the suit to which the first prop belongs is obtained from the collection system, and then displayed in the interface corresponding to the status system.
- the virtual object is controlled to wear the second prop; wherein the second prop is an unowned component in the first suit; and the second prop is of a different category from the dressing prop corresponding to the first prop.
- the virtual object can also be controlled to wear the part, that is, the above-mentioned second prop, so that the player can view the visual effect of the virtual object wearing the second prop, thereby encouraging the player to continue collecting the unheld suit parts.
- the triggered category control is switched from the first category control corresponding to the first prop to the second category control corresponding to the second prop, and the alternative dressing props corresponding to the second category control are displayed.
- the interface currently displays the various alternative dressing props in the first category control after the first category control is triggered. These alternative dressing props are of the same prop category as the first prop.
- the first category control can be controlled to cancel the triggered state, and the second category control corresponding to the second prop is used as the triggered category control.
- the alternative dressing props corresponding to the second category control are displayed in the interface, and the alternative dressing props include the above-mentioned second prop.
- the above-mentioned second prop can also be a held part.
- the virtual object is controlled to wear the second prop.
- the triggered category control is switched from the first category control corresponding to the first prop to the second category control corresponding to the second prop, and the alternative dressing props corresponding to the second category control are displayed.
- This method can control the display of different categories of optional costume props by selecting a component identifier.
- the interface can also keep displaying the optional costume props of the prop category corresponding to the first prop.
- the aforementioned embodiments describe the operation and display in the dress-up system.
- players can access the collection system and trigger the display of the dress-up page in the dress-up system through operations.
- the graphical user interface includes a character information window; the character information window provides a variety of character information controls; the character information control is used to provide corresponding types of character information; in some games, the character information window can also be called a personal information window; by setting an information control in the game system, the player triggers the information control to display the above-mentioned character information window; the character information controls in the character information window include a variety of controls for providing different types of character information; for example, the character information control may include a dress-up control, a gun collection control, an album control, a social control, a wall of honor control, a record control, etc.; the character information control may also set a main control and a sub-control for dividing and displaying the character information in a more detailed manner; in this embodiment, the
- the suit information held by the current game account is displayed; wherein the suit information held includes a suit identifier and holding progress of at least one suit held; the held suit includes a plurality of suit components; the current game account holds at least one suit component in the held suit; the holding progress can be used to indicate: the holding ratio of the suit components in the held suit by the current game account;
- the suit control can be a character information control or a sub-control of a character information control.
- the character information control dress control is the main control
- the suit control is a sub-control of the dress control.
- the suit information of the current game account can be displayed in the character information window.
- the suit here can be a clothing suit, for example, a suit can include a top, pants, shoes, a mask, a backpack, etc.; the suit can also be an accessories suit, a prop suit, etc.
- the above-mentioned held suit information can show which suits the current game account holds.
- the held suit information includes the suit identifier of the held suit, which can be, for example, the appearance effect of the held suit, the suit name, etc.; in this embodiment, the held suit information also includes the holding progress of the held suit.
- a set usually consists of multiple set parts.
- the current game account holds at least one set part of the set; if the current game account does not hold any set part of a set, the set is an unowned set.
- the current game account may hold all or some of the set parts. The above holding progress is used to indicate the current game account's holding ratio of the set parts in the already owned set.
- the holding progress can be displayed in the form of text or numbers, for example, the holding ratio can be displayed in the form of fractions, decimals, etc.
- the holding progress can be displayed in the form of graphics, for example, if the set of components includes 4, the progress bar can be divided into 4 progress areas, and if the number of set components held is 2, the 2 progress areas can be highlighted to indicate the holding ratio of the set of components.
- a dressing window is displayed; a virtual object is displayed in the dressing window, and the virtual object is controlled to wear at least part of the suit components in the suit corresponding to the first suit identifier.
- the suit identification of each suit already owned is displayed in the suit information, and the suit identification of the player performing the triggering operation is the first suit identification; the player single-clicks, double-clicks or long presses the first suit identification, which can be regarded as triggering the first suit identification.
- the control can be switched to the dressing system and the dressing window can be displayed.
- the holding progress includes: the total number of suit parts in the held suit, and the first number of suit parts held by the current game account in the held suit.
- the total number of suit parts is 3, and the first number of suit parts held by the current game account is 2.
- the holding progress can be expressed as 2/3. In this way, the player can clearly know the holding progress of the suit.
- the set identifiers and set names of multiple sets are displayed in the graphical user interface; wherein, for the sets held by the current game account among the multiple sets, the set identifiers, set names and holding progress of the held sets are displayed in the third display format; and for the sets not held among the multiple sets, the set identifiers and set names of the sets not held are displayed in the fourth display format.
- Figure 3 is used as an example.
- the graphical user interface can display the suit identifiers and suit names of multiple suits preset by the game system; specifically, if there are many types of suits, they can be divided into multiple categories; for example, suits include gold suits, silver suits, diamond suits, etc.; Figure 3 shows the suits belonging to gold suits.
- the gold suit includes 3 sets of suits, of which 2 sets are already held. Therefore, Figure 3 shows the holding progress of the current game account for gold suits "2/3".
- the suit name is displayed, namely suit 1, suit 2 and suit 3; at the same time, the suit identifier of the suit is displayed, that is, the suit appearance effect above the suit name.
- Set 1 and Set 2 are the sets already held by the current game account, and the set logo, set name and holding progress are displayed in a highlighted manner.
- Set 1 includes a total of 1 set component, and the current game account holds all the set components.
- the holding progress of Set 1 can be displayed in bold, or other display formats can be used to indicate that all the set components of the set have been collected.
- Set 2 includes a total of 2 set components, and the current game account holds 1 set component. At this time, the holding progress is 1/2.
- the current game account does not hold any set components of Set 3.
- Set 3 is displayed in the fourth display format. In Figure 3, the shadow effect is used as an example.
- the fourth display format can also be grayscale display or other display formats; at the same time, Set 3 does not display the holding progress.
- the dress-up page you can display the parts in the sets owned by the current game account, and you can also display independent dress-up props, skins, etc.
- the sets owned by the current game account include set A and set B.
- the parts owned include part 1 and part 2
- the parts owned include part 3; at this time, if part 1 and part 3 do not conflict, you can wear part 1 and part 3 on the virtual character at the same time.
- the conflict relationship between the parts can be set in advance, and can be set specifically according to the part worn on the virtual character. For example, if two parts are both tops, there is a conflict relationship between the two parts. If the two parts are a top and pants, there is no conflict relationship between the two parts.
- the virtual character can be controlled to wear the first held component, and the holding progress of the held suit to which the first held component belongs is also displayed.
- the holding progress can be displayed at a position associated with the first held component, or in a specific area of the graphical user interface, such as the upper left corner of the interface, etc.
- the item encyclopedia in addition to the sets, can also display the item holding progress, thereby guiding the player to collect the same series of props.
- a prop illustration page is displayed; wherein the prop illustration page includes at least one set of prop group covers and prop holding progress; the prop holding progress is used to indicate: the current game account's holding ratio of props in the prop group.
- a prop group usually includes multiple props, and multiple props have similar appearance, style, function or attributes.
- the cover of the prop group includes the name of the prop group, reward title and other content.
- Players can obtain props through purchase, lottery, completion of tasks, etc., or pick up props in the game scene.
- the prop holding progress can specifically include the total number of props in the prop group and the number of props held by the current game account for the prop group.
- the above-mentioned prop illustration page can display prop groups from different dimensions in the form of sub-controls.
- the prop illustration page includes a display window control; in response to a trigger operation for the display window control, multiple window display areas are displayed on the prop illustration page; the window display area is used to: display the cover and prop holding progress of the target prop group; the window display area is also used to: provide game accounts other than the current game account with the permission to view the target prop group.
- Figure 4 shows that the illustration control is a control marked with "illustration system". After clicking the control, the content of the illustration system is displayed in the right interface area.
- the display window control can be triggered by default, so that the corresponding content is displayed on the prop illustration page; in another way, after clicking the illustration control, the display window control is triggered again, so that the corresponding content is displayed on the prop illustration page.
- FIG4 shows five window display areas, of which two window display areas display the covers of prop group 1 and prop group 2, respectively, as well as the prop holding progress of each prop group.
- the prop groups in the window display areas can be viewed by other players. For example, after setting the target prop group in the window display area, other players can trigger the virtual character corresponding to the current game account, and display the cover of the target prop group and the prop holding progress in the character information; other players can also click on the cover to view the detailed information of the target prop group, such as the specific prop types included in the target prop group.
- conditions for adding props to the showcase area can be set.
- the current game account has the permission to add props to the showcase area only if it holds a prop set of all props.
- the cover of the prop group can also be triggered to display the detailed information of the prop group.
- a trigger operation can also be performed to add a prop group to the idle display area.
- the first prop group displayed in the control display area is determined; the closing and prop holding progress of the first prop group are displayed in the idle display area.
- a window can be provided, which displays the prop groups that can be added to the window display area for players to choose.
- the prop group selected by the player is used as the first prop group, and the cover and prop holding progress of the first prop group are displayed.
- the prop atlas page includes an atlas overview control; in response to a trigger operation on the atlas overview control, the cover, prop group name and prop holding progress of the prop group within a preset range are displayed on the prop atlas page; the number of prop groups held by the current game account and the number of prop groups within the preset range are displayed.
- Figure 5 is an example.
- the cover, item group name and item holding progress of all item groups in the current game are displayed in the item atlas page. For example, a total of nine item groups can be set in the game, and the current game account holds all or part of the props of two item groups.
- 2/9 can be displayed to indicate the overall collection progress of the item group for the current game account.
- the holding progress of the props in the current prop group can be displayed in the upper left corner of the prop group cover, for example, 2/3, 1/2, etc.
- the progress can be displayed as 0/N, where N represents the total amount of props in the prop group, or the holding progress may not be displayed.
- sorting controls can also be provided in the item encyclopedia page, for example, arranging in ascending or descending order according to holding time, arranging in ascending or descending order according to holding progress, etc.
- the cover, name and progress of the prop group will be displayed in the prop illustration page.
- the prop group can be triggered.
- the prop identification of the multiple props included in the second prop group and the holding progress bar are displayed; wherein, for the props already held by the current game account among the multiple props, the prop identification of the already held props is displayed in the fifth display format; for the props not held by the current game account among the multiple props, the prop identification of the not held props is displayed in the sixth display format; the holding progress bar is used to display: the number of props already held in the second prop group, and the total number of props in the second prop group.
- the page will display the prop identification of each prop included in the second prop group.
- the prop identification is displayed in the fifth display format, such as in Figure 6, the prop identification of props 3 and props 4 is displayed in a highlighted format; for props not held by the current user account, the prop identification is displayed in the sixth display format, such as in Figure 6, the prop identification of props 1 and props 2 is displayed in a shaded format.
- a holding progress bar is displayed, which displays the prop holding progress of the second prop group in the form of a progress bar.
- the second prop group After the second prop group is triggered, there is another display mode.
- the prop identification of the reward props of the second prop group and the holding status of the reward props are displayed; if the reward props include multiple ones, the prop identifications of the multiple reward props can be switched and displayed.
- the left area of the page is used to display the bonus props. If only one bonus prop is included, the name of the bonus prop is displayed, and the prop identification of the bonus prop is displayed in the circular area, for example, the appearance effect of the bonus prop, etc., and the obtained bonus props and the unobtained bonus props are distinguished by a specific display format. For example, the color format displays the obtained bonus props, and the black and white format displays the unobtained bonus props. If there are multiple bonus props, the triangle controls on the left and right sides are used to switch the display of multiple bonus props. In the right area of Figure 7, the prop identification of each prop in the second prop group and the holding status are displayed.
- a prompt icon can be displayed on the corresponding control to indicate that the character information function corresponding to the relevant control has been updated; after the player clicks on the control for the first time, a pop-up window is displayed first, describing the updated content of the information function corresponding to the control in the pop-up window; if the updated content is large, it can be displayed in pages, and the player can view all the updated content by switching pages, and then click the confirmation control to start displaying the character information corresponding to the control.
- a graphical user interface is provided through a terminal device, and the graphical user interface includes a plurality of prop category controls; the prop category controls are used to: provide alternative props of corresponding categories; the method includes:
- the first display module 80 is used to respond to the triggering operation of the dress control in the multiple prop category controls and display multiple dress category controls; the dress category controls are used to: provide dress props of corresponding categories;
- the second display module 82 is used to respond to the triggering operation of the first category control among the multiple dressing category controls and display the alternative dressing props corresponding to the first category control and the virtual object to be dressed up;
- the wearing control module 84 is used to control the virtual object to wear the first prop in response to the selection operation of the first prop in the candidate dressing props;
- the third display module 86 is used to determine that the first item belongs to a set component in the first set, and display the holding progress of the first set to which the first item belongs; wherein the holding progress is used to indicate: the holding status of the set component in the first set by the current game account.
- the interactive control device of the above-mentioned game responds to the trigger operation of the dress-up control among the multiple prop category controls and displays multiple dress-up category controls; the dress-up category controls are used to: provide dress-up props of corresponding categories; respond to the trigger operation of the first category control among the multiple dress-up category controls, display the alternative dress-up props corresponding to the first category control and the virtual object to be dressed; respond to the selection operation of the first prop among the alternative dress-up props, control the virtual object to wear the first prop; determine that the first prop belongs to a suit component in the first suit, and display the holding progress of the first suit to which the first prop belongs; wherein the holding progress is used to indicate: the holding status of the suit component in the first suit by the current game account.
- the holding progress of the suit to which the prop belongs can be directly displayed after selecting the prop, without having to exit the dress-up system area collection system to view the holding information of the suit, thereby reducing the number of interactions of the dress-up operation and improving the convenience of the operation.
- the above-mentioned third display module is also used to: display component identifiers of multiple set components in the first set; wherein, for the components already held by the current game account among the multiple set components, the already held components are displayed in the first display format; and for the components not held by the current game account among the multiple set components, the not held components are displayed in the second display format.
- the above-mentioned third display module is also used to: respond to the selection operation of the first prop in the alternative dressing props, and display the prop identification of the first prop in the part wearing prompt window; the part wearing prompt window is used to: indicate that the corresponding part of the virtual object has worn the prop; and display the component identification of multiple suit parts in the first suit in a preset display area.
- the above-mentioned device also includes a fourth display module, which is used to: respond to the selection operation of the first prop in the alternative dressing props, and display the remaining suit parts in the first suit except the first prop in the part wearing prompt window; wherein the remaining suit parts are displayed in the sub-window of the corresponding part in the part wearing prompt window, and the remaining suit parts are correspondingly configured with an indication mark, and the indication mark indicates whether the remaining suit parts are already held parts or not held parts; respond to the triggering operation of the first remaining suit part in the part wearing prompt window, and control the virtual object to wear the first remaining suit part.
- a fourth display module which is used to: respond to the selection operation of the first prop in the alternative dressing props, and display the remaining suit parts in the first suit except the first prop in the part wearing prompt window; wherein the remaining suit parts are displayed in the sub-window of the corresponding part in the part wearing prompt window, and the remaining suit parts are correspondingly configured with an indication mark, and the indication mark indicates whether the remaining suit parts are already held parts
- the above-mentioned device also includes: a control providing module, which is used to provide an interface control for holding the first remaining set component in response to the first remaining set component being an unheld component.
- the above-mentioned part wearing prompt window is also used to: control the virtual character to wear or take off the corresponding props; the above-mentioned device also includes a first control module, which is used to: respond to the trigger operation of the part wearing prompt window, determine the suit parts corresponding to the trigger operation; control the virtual character model to wear or take off the suit parts corresponding to the trigger operation.
- the above-mentioned third display module is also used for: responding to the selection operation of the first prop in the alternative dressing props, and displaying the prop identification of the first prop in the part wearing prompt window;
- the part wearing prompt window is used for: indicating that the corresponding part of the virtual object has been wearing the prop; responding to the triggering operation of the prop identification of the first prop in the part wearing prompt window, and displaying the component identifications of multiple suit components in the first suit in the preset display area.
- the above-mentioned third display module is also used to: obtain the holding progress of the first set from the collection system data of the current game account; wherein the collection system data includes: the prop information already held by the current game account; based on the holding progress, determine the display format of the component identification of each set component in the first set in the dressing system corresponding to the dressing control; display the component identification of multiple set components in the first set based on the display format.
- the above-mentioned device also includes a second control module, which is used to: respond to the selection operation of the component identifier corresponding to the second prop in the component identifier, and control the virtual object to wear the second prop; wherein the second prop is an unheld component in the first set; and the second prop and the first prop correspond to different dressing prop categories.
- a second control module which is used to: respond to the selection operation of the component identifier corresponding to the second prop in the component identifier, and control the virtual object to wear the second prop; wherein the second prop is an unheld component in the first set; and the second prop and the first prop correspond to different dressing prop categories.
- the above device also includes a switching module, which is used to: switch the triggered category control from the first category control corresponding to the first prop to the second category control corresponding to the second prop, and display the alternative dressing props corresponding to the second category control.
- a switching module which is used to: switch the triggered category control from the first category control corresponding to the first prop to the second category control corresponding to the second prop, and display the alternative dressing props corresponding to the second category control.
- the above-mentioned device also includes a fourth display module, which is used to: display a character information window in a graphical user interface; the character information window provides multiple character information controls; the character information controls are used to provide corresponding types of character information; in response to the trigger operation of the suit control among the multiple character information controls, display the suit information held by the current game account; wherein the suit information held includes the suit identification and holding progress of at least one set of already held suits; the already held suits include multiple suit components; the current game account holds at least one suit component in the already held suit; in response to the first trigger operation for the first suit identification in the held suit information, display the dressing window; display the virtual object in the dressing window, and control the virtual object to wear at least part of the suit components in the suit corresponding to the first suit identification.
- the suit information held includes the suit identification and holding progress of at least one set of already held suits; the already held suits include multiple suit components; the current game account holds at least one suit component in the already held suit; in response to the first trigger operation for the first suit identification in
- the holding progress includes: the total number of suit components in the held suit, and the first number of suit components in the held suit held by the current game account.
- the above-mentioned fourth display module is also used to: respond to the triggering operation of the suit control in the multiple character information controls, and display the suit identifiers and suit names of multiple suits in the graphical user interface; wherein, for the suits already held by the current game account among the multiple suits, the suit identifiers, suit names and holding progress of the already held suits are displayed in the third display format; and for the suits not held among the multiple suits, the suit identifiers and suit names of the not held suits are displayed in the fourth display format.
- the above-mentioned device also includes a fifth display module, which is used to: display a prop illustration page in response to the triggering operation of the illustration control in multiple character information controls; wherein the prop illustration page includes at least one group of prop group covers and prop holding progress; the prop holding progress is used to indicate: the current game account's holding ratio of props in the prop group.
- a fifth display module which is used to: display a prop illustration page in response to the triggering operation of the illustration control in multiple character information controls; wherein the prop illustration page includes at least one group of prop group covers and prop holding progress; the prop holding progress is used to indicate: the current game account's holding ratio of props in the prop group.
- the above-mentioned prop illustration page includes a display window control; the above-mentioned device also includes a sixth display module, which is used to: respond to a trigger operation on the display window control, and display multiple window display areas on the prop illustration page; the window display area is used to: display the cover and prop holding progress of the target prop group; the window display area is also used to: provide game accounts other than the current game account with the permission to view the target prop group.
- the above-mentioned device also includes: a seventh display module, which is used to: respond to a trigger operation on an idle display area in the window display area, determine the first prop group displayed in the control display area; and display the closing and prop holding progress of the first prop group in the idle display area.
- a seventh display module which is used to: respond to a trigger operation on an idle display area in the window display area, determine the first prop group displayed in the control display area; and display the closing and prop holding progress of the first prop group in the idle display area.
- the above-mentioned prop atlas page includes an atlas overview control; the above-mentioned device also includes: an eighth display module, which is used to respond to the trigger operation of the atlas overview control, and display the cover, prop group name and prop holding progress of the prop group within a preset range on the prop atlas page; display the number of prop groups held by the current game account, and the number of prop groups within the preset range.
- the above-mentioned device also includes: a ninth display module, which is used to respond to the trigger operation of the second prop group in the prop illustration page, and display the prop identification of the multiple props included in the second prop group, and a holding progress bar; wherein, for the props already held by the current game account among the multiple props, the prop identification of the already held props is displayed in the fifth display format; for the props not held by the current game account among the multiple props, the prop identification of the not held props is displayed in the sixth display format; the holding progress bar is used to display: the number of props held in the second prop group, and the total number of props in the second prop group.
- the above-mentioned device also includes a tenth display module, which is used to: respond to the trigger operation of the second prop group in the prop illustration page, display the prop identification of the reward props of the second prop group, and the holding status of the reward props; wherein, if the reward props include multiple, the prop identifications of multiple reward props can be switched for display.
- a tenth display module which is used to: respond to the trigger operation of the second prop group in the prop illustration page, display the prop identification of the reward props of the second prop group, and the holding status of the reward props; wherein, if the reward props include multiple, the prop identifications of multiple reward props can be switched for display.
- This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method of the above game.
- the electronic device can be a server or a terminal device.
- the electronic device includes a processor 100 and a memory 101 .
- the memory 101 stores machine executable instructions that can be executed by the processor 100 .
- the processor 100 executes the machine executable instructions to implement the interactive control method of the above-mentioned game.
- the electronic device shown in FIG. 9 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
- the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage.
- RAM random access memory
- non-volatile memory non-volatile memory
- the communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used.
- the bus 102 can be an ISA bus, a PCI bus or an EISA bus, etc.
- the bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is used in Figure 9, but it does not mean that there is only one bus or one type of bus.
- the processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 100 or the instruction in the form of software.
- the above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components.
- DSP digital signal processor
- ASIC application specific integrated circuit
- FPGA field programmable gate array
- the disclosed methods, steps and logic block diagrams in the embodiments of the present disclosure can be implemented or executed.
- the general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc.
- the steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or can be executed by a combination of hardware and software modules in the decoding processor.
- the software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc.
- the storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
- the processor in the above electronic device can implement the following operations in the above game interactive control method by executing machine executable instructions:
- a graphical user interface is provided through a terminal device, and the graphical user interface includes multiple prop category controls; the prop category controls are used to: provide alternative props of corresponding categories; respond to trigger operations on dress-up controls in the multiple prop category controls, and display multiple dress-up category controls; the dress-up category controls are used to: provide dress-up props of corresponding categories; respond to trigger operations on first category controls in the multiple dress-up category controls, and display alternative dress-up props corresponding to the first category controls and virtual objects to be dressed up; respond to a selection operation on the first prop in the alternative dress-up props, and control the virtual object to wear the first prop; determine that the first prop belongs to a suit component in a first suit, and display the holding progress of the first suit to which the first prop belongs; wherein the holding progress is used to indicate: the holding status of the suit component in the first suit by the current game account.
- the component identifiers of multiple set components in the first set are displayed; wherein, for the components already held by the current game account among the multiple set components, the already held components are displayed in a first display format; and for the components not held by the current game account among the multiple set components, the not held components are displayed in a second display format.
- the prop identification of the first prop is displayed in the part wearing prompt window; the part wearing prompt window is used to: indicate that the corresponding part of the virtual object has worn the prop; and display the component identification of multiple suit components in the first suit in a preset display area.
- the remaining suit parts in the first suit except the first prop are displayed in the part wearing prompt window; wherein the remaining suit parts are displayed in the sub-window of the corresponding part in the part wearing prompt window, and the remaining suit parts are correspondingly configured with indication marks, and the indication marks indicate whether the remaining suit parts are already held parts or not held parts; in response to the triggering operation of the first remaining suit part in the part wearing prompt window, the virtual object is controlled to wear the first remaining suit part.
- an interface control for holding the first remaining set component is provided.
- the part wearing prompt window is also used to: control the virtual character to wear or take off the corresponding props; respond to the trigger operation of the part wearing prompt window, determine the suit parts corresponding to the trigger operation; control the virtual character model to wear or take off the suit parts corresponding to the trigger operation.
- the prop identification of the first prop is displayed in the part wearing prompt window; the part wearing prompt window is used to: indicate that the corresponding part of the virtual object has worn the prop; in response to the triggering operation of the prop identification of the first prop in the part wearing prompt window, the component identifications of multiple suit components in the first suit are displayed in a preset display area.
- the holding progress of the first set is obtained from the collection system data of the current game account; wherein the collection system data includes: information on props already held by the current game account; based on the holding progress, the display format of the component identification of each set component in the first set is determined in the dressing system corresponding to the dressing control; and the component identification of multiple set components in the first set is displayed based on the display format.
- the virtual object is controlled to wear the second prop; wherein the second prop is an unowned component in the first suit; and the second prop is of a different category from the costume prop corresponding to the first prop.
- the triggered category control is switched from the first category control corresponding to the first prop to the second category control corresponding to the second prop, and the alternative dressing props corresponding to the second category control are displayed.
- a character information window is displayed in a graphical user interface; the character information window provides a variety of character information controls; the character information controls are used to provide corresponding types of character information; in response to a trigger operation of a suit control among the multiple character information controls, the suit information held by the current game account is displayed; wherein the suit information held includes a suit identifier and holding progress of at least one suit already held; the already held suit includes a plurality of suit components; the current game account holds at least one suit component of the already held suit; in response to a first trigger operation for a first suit identifier in the held suit information, a dressing window is displayed; a virtual object is displayed in the dressing window, and the virtual object is controlled to wear at least some of the suit components in the suit corresponding to the first suit identifier.
- the holding progress includes: the total number of suit parts in the held suit, and the first number of suit parts in the held suit held by the current game account.
- suit identifiers and suit names of multiple suits are displayed in a graphical user interface; wherein, for suits already held by a current game account among the multiple suits, the suit identifiers, suit names and holding progress of the already held suits are displayed in a third display format; and for suits not held among the multiple suits, the suit identifiers and suit names of the not held suits are displayed in a fourth display format.
- a prop illustration page is displayed; wherein the prop illustration page includes at least one set of prop group covers and prop holding progress; the prop holding progress is used to indicate: the current game account's holding ratio of props in the prop group.
- the item encyclopedia page includes a display window control; in response to a trigger operation on the display window control, multiple display window areas are displayed on the item encyclopedia page; the display window areas are used to: display the cover and item holding progress of the target item group; the display window areas are also used to: provide game accounts other than the current game account with permission to view the target item group.
- a first prop group displayed in the control display area is determined; and the closing and prop holding progress of the first prop group are displayed in the idle display area.
- the prop atlas page includes an atlas overview control; in response to a trigger operation on the atlas overview control, the prop atlas page displays the cover, prop group name and prop holding progress of the prop group within a preset range; and displays the number of prop groups held by the current game account and the number of prop groups within the preset range.
- the prop identifiers of the multiple props included in the second prop group and a holding progress bar are displayed; wherein, for props held by the current game account among the multiple props, the prop identifiers of the held props are displayed in a fifth display format; for props not held by the current game account among the multiple props, the prop identifiers of the non-held props are displayed in a sixth display format; the holding progress bar is used to display: the number of props held in the second prop group, and the total number of props in the second prop group.
- the prop identification of the reward props of the second prop group and the holding status of the reward props are displayed; wherein, if the reward props include multiple ones, the prop identifications of multiple reward props can be switched and displayed.
- the holding progress of the set to which the prop belongs can be directly displayed, without having to exit the dressing system area collection system to view the holding information of the set, which reduces the number of interactions in the dressing operation and improves the convenience of the operation.
- This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions.
- the machine-executable instructions When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method of the above game.
- the machine executable instructions stored in the machine readable storage medium can implement the following operations in the interactive control method of the game by executing the machine executable instructions:
- a graphical user interface is provided through a terminal device, and the graphical user interface includes multiple prop category controls; the prop category controls are used to: provide alternative props of corresponding categories; respond to trigger operations on dress-up controls in the multiple prop category controls, and display multiple dress-up category controls; the dress-up category controls are used to: provide dress-up props of corresponding categories; respond to trigger operations on a first category control in the multiple dress-up category controls, and display alternative dress-up props corresponding to the first category control and a virtual object to be dressed up; respond to a selection operation on a first prop in the alternative dress-up props, and control the virtual object to wear the first prop; determine that the first prop belongs to a suit component in a first suit, and display the holding progress of the first suit to which the first prop belongs; wherein the holding progress is used to indicate: the holding status of the suit component in the first suit by the current game account.
- the component identifiers of multiple set components in the first set are displayed; wherein, for the components already held by the current game account among the multiple set components, the already held components are displayed in a first display format; and for the components not held by the current game account among the multiple set components, the not held components are displayed in a second display format.
- the prop identification of the first prop is displayed in the part wearing prompt window; the part wearing prompt window is used to: indicate that the corresponding part of the virtual object has worn the prop; and display the component identification of multiple suit components in the first suit in a preset display area.
- the remaining suit parts in the first suit except the first prop are displayed in the part wearing prompt window; wherein the remaining suit parts are displayed in the sub-window of the corresponding part in the part wearing prompt window, and the remaining suit parts are correspondingly configured with indication marks, and the indication marks indicate whether the remaining suit parts are already held parts or not held parts; in response to the triggering operation of the first remaining suit part in the part wearing prompt window, the virtual object is controlled to wear the first remaining suit part.
- an interface control for holding the first remaining set component is provided.
- the part wearing prompt window is also used to: control the virtual character to wear or take off the corresponding props; respond to the trigger operation of the part wearing prompt window, determine the suit parts corresponding to the trigger operation; control the virtual character model to wear or take off the suit parts corresponding to the trigger operation.
- the prop identification of the first prop is displayed in the part wearing prompt window; the part wearing prompt window is used to: indicate that the corresponding part of the virtual object has worn the prop; in response to the triggering operation of the prop identification of the first prop in the part wearing prompt window, the component identifications of multiple suit components in the first suit are displayed in a preset display area.
- the holding progress of the first set is obtained from the collection system data of the current game account; wherein the collection system data includes: information on props already held by the current game account; based on the holding progress, the display format of the component identification of each set component in the first set is determined in the dressing system corresponding to the dressing control; and the component identification of multiple set components in the first set is displayed based on the display format.
- the virtual object is controlled to wear the second prop; wherein the second prop is an unowned component in the first suit; and the second prop is of a different category from the costume prop corresponding to the first prop.
- the triggered category control is switched from the first category control corresponding to the first prop to the second category control corresponding to the second prop, and the alternative dressing props corresponding to the second category control are displayed.
- a character information window is displayed in a graphical user interface; the character information window provides a variety of character information controls; the character information controls are used to provide corresponding types of character information; in response to a trigger operation of a suit control among the multiple character information controls, the suit information held by the current game account is displayed; wherein the suit information held includes a suit identifier and holding progress of at least one suit already held; the already held suit includes a plurality of suit components; the current game account holds at least one suit component of the already held suit; in response to a first trigger operation for a first suit identifier in the held suit information, a dressing window is displayed; a virtual object is displayed in the dressing window, and the virtual object is controlled to wear at least some of the suit components in the suit corresponding to the first suit identifier.
- the holding progress includes: the total number of suit parts in the held suit, and the first number of suit parts in the held suit held by the current game account.
- suit identifiers and suit names of multiple suits are displayed in a graphical user interface; wherein, for suits already held by a current game account among the multiple suits, the suit identifiers, suit names and holding progress of the already held suits are displayed in a third display format; and for suits not held among the multiple suits, the suit identifiers and suit names of the not held suits are displayed in a fourth display format.
- a prop illustration page is displayed; wherein the prop illustration page includes at least one set of prop group covers and prop holding progress; the prop holding progress is used to indicate: the current game account's holding ratio of props in the prop group.
- the item encyclopedia page includes a display window control; in response to a trigger operation on the display window control, multiple display window areas are displayed on the item encyclopedia page; the display window areas are used to: display the cover and item holding progress of the target item group; the display window areas are also used to: provide game accounts other than the current game account with permission to view the target item group.
- a first prop group displayed in the control display area is determined; and the closing and prop holding progress of the first prop group are displayed in the idle display area.
- the prop atlas page includes an atlas overview control; in response to a trigger operation on the atlas overview control, the prop atlas page displays the cover, prop group name and prop holding progress of the prop group within a preset range; and displays the number of prop groups held by the current game account and the number of prop groups within the preset range.
- the prop identifiers of the multiple props included in the second prop group and a holding progress bar are displayed; wherein, for props held by the current game account among the multiple props, the prop identifiers of the held props are displayed in a fifth display format; for props not held by the current game account among the multiple props, the prop identifiers of the non-held props are displayed in a sixth display format; the holding progress bar is used to display: the number of props held in the second prop group, and the total number of props in the second prop group.
- the prop identification of the reward props of the second prop group and the holding status of the reward props are displayed; wherein, if the reward props include multiple ones, the prop identifications of multiple reward props can be switched and displayed.
- the holding progress of the set to which the prop belongs can be directly displayed, without having to exit the dressing system area collection system to view the holding information of the set, which reduces the number of interactions in the dressing operation and improves the convenience of the operation.
- the interactive control method, device and computer program product of the game provided by the embodiments of the present disclosure include a computer-readable storage medium storing program code.
- the instructions included in the program code can be used to execute the methods described in the previous method embodiments.
- the specific implementation can be found in the method embodiments, which will not be repeated here.
- the terms “installed”, “connected”, and “connected” should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components.
- installed should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components.
- the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium.
- the computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, server, or network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure.
- the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program codes.
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Abstract
本公开提供了一种游戏的交互控制方法、装置和电子设备;其中,该方法包括:响应针对装扮控件的触发操作,显示多种装扮类别控件;响应第一类别控件的触发操作,显示第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;响应针对备选装扮道具中第一道具的选中操作,控制虚拟对象穿戴第一道具;确定第一道具属于第一套装中的套装部件,显示第一道具所属的第一套装的持有进度;持有进度用于指示:当前游戏账户针对第一套装中套装部件的持有状态。上述方式中,玩家在装扮对象时,选中道具后即可直接显示该道具所属套装的持有进度,提高了操作的便捷性。 (图1)
Description
相关申请的交叉引用
本公开要求于2022年08月11日提交的申请号为202210964100.0、名称为“游戏的交互控制方法、装置和电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
本公开涉及游戏技术领域,尤其是涉及一种游戏的交互控制方法、装置和电子设备。
在相关游戏中,玩家可以通过完成任务、抽奖或者通过购买的方式获取套装。套装可以用于装扮虚拟角色,不同的套装可以给玩家提供不同的角色外观特效,套装还可以作为图鉴用于展示。在游戏的装扮系统中,可以使用套装装扮虚拟角色,但套装中可能存在玩家未收藏的套装部件,此时,玩家还需要退出装扮系统,进入收藏系统查看套装中各个部件的收藏状态,需要在游戏的多个系统中进行切换交互,导致装扮操作的交互次数较多,操作较为繁琐。
发明内容
第一方面,本公开实施例提供了一种游戏的交互控制方法,通过终端设备提供一图形用户界面,图形用户界面中包括多种道具类别控件;道具类别控件用于:提供对应类别的备选道具;方法包括:响应针对多种道具类别控件中装扮控件的触发操作,显示多种装扮类别控件;装扮类别控件用于:提供对应类别的装扮道具;响应针对多种装扮类别控件中第一类别控件的触发操作,显示第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;响应针对备选装扮道具中第一道具的选中操作,控制虚拟对象穿戴第一道具;确定第一道具属于第一套装中的套装部件,显示第一道具所属的第一套装的持有进度;其中,持有进度用于指示:当前游戏账户针对第一套装中套装部件的持有状态。
第二方面,本公开实施例提供了一种游戏的交互控制装置,通过终端设备提供一图形用户界面,图形用户界面中包括多种道具类别控件;道具类别控件用于:提供对应类别的备选道具;装置包括:第一显示模块,用于响应针对多种道具类别控件中装扮控件的触发操作,显示多种装扮类别控件;装扮类别控件用于:提供对应类别的装扮道具;第二显示模块,用于响应针对多种装扮类别控件中第一类别控件的触发操作,显示第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;穿戴控制模块,用于响应针对备选装扮道具中第一道具的选中操作,控制虚拟对象穿戴第一道具;第三显示模块,用于确定第一道具属于第一套装中的套装部件,显示第一道具所属的第一套装的持有进度;其中,持有进度用于指示:当前游戏账户针对第一套装中套装部件的持有状态。
第三方面,本公开实施例提供了一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的机器可执行指令,处理器执行机器可执行指令以实现上述游戏的交互控制方法。
第四方面,本公开实施例提供了一种机器可读存储介质,机器可读存储介质存储有机器可执行指令,机器可执行指令在被处理器调用和执行时,机器可执行指令促使处理器实现上述游戏的交互控制方法。
本公开的其他特征和优点将在随后的说明书中阐述,并且,部分地从说明书中变得显而易见,或者通过实施本公开而了解。本公开的目的和其他优点在说明书、权利要求书以及附图中所特别指出的结构来实现和获得。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
为了更清楚地说明本公开具体实施方式或现有技术中的技术方案,下面将对具体实施方式或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本公开的一些实施方式,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1为本公开实施例提供的一种游戏的交互控制方法的流程图;
图2为本公开实施例提供的一种装扮页面的示意图;
图3为本公开实施例提供的一种套装标识、套装名称以及持有进度的示意图;
图4为本公开实施例提供的一种展示橱窗的示意图;
图5为本公开实施例提供的一种图鉴总览的示意图;
图6为本公开实施例提供的一种道具组中道具显示方式的示意图;
图7为本公开实施例提供的另一种道具组中道具显示方式的示意图;
图8为本公开实施例提供的一种游戏的交互控制装置的结构示意图;
图9为本公开实施例提供的一种电子设备的结构示意图。
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合附图对本公开的技术方案进行清楚、完整地描述,显然,所描述的实施例是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
相关技术中,玩家在对虚拟角色进行装扮时,需要退出装扮系统,进入收藏系统查看套装中各个部件的收藏状态,需要在游戏的多个系统中进行切换交互,导致装扮操作的交互次数较多,操作较为繁琐。
基于此,本公开实施例提供的一种游戏的交互控制方法、装置和电子设备,该技术可以应用于游戏或其他虚拟场景中的服装套装、道具套装、饰品套装等各类套装的交互控制。
为便于对本实施例进行理解,首先对本公开实施例所公开的一种游戏的交互控制方法进行详细介绍。
在本公开其中一种实施例中的游戏的交互控制方法可以运行于本地终端设备或者是服务器。当游戏的交互控制方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏的交互控制方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可能的实施方式中,本公开实施例提供了一种游戏的交互控制方法,通过终端设备提供图形用户界面,其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。
如图1所示,该游戏的交互控制方法,通过终端设备提供图形用户界面,其中,终端设备可以为前述记载的本地终端设备,也可以为前述记载的客户端设备,图形用户界面中包括多种道具类别控件;道具类别控件用于:提供对应类别的备选道具;道具类别控件例如可以包括装扮控件、枪械控件、奇宝控件、空间道具控件中;通过触发每种道具类别控件,界面中显示显示该类别下的备选道具。该游戏的交互控制方法包括如下步骤:
步骤S102,响应针对多种道具类别控件中装扮控件的触发操作,显示多种装扮类别控件;该装扮类别控件用于:提供对应类别的装扮道具;
装扮控件被触发后,还会显示多种装扮类别控件,例如,套装控件、主题控件、头部控件、面部控件、上衣控件、裤子控件、鞋子控件等。装备控件被触发后,可以默认显示其中装扮类别控件对应的装扮道具,例如,显示套装控件对应的套装。
步骤S104,响应针对多种装扮类别控件中第一类别控件的触发操作,显示第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;
玩家可以分别触发每个装扮类别控件;被触发的装扮类别控件即上述第一类别控件,此时,在界面中显示第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;例如,第一类别控件为上衣控件时,备选装扮道具可以包括多种款式的上衣;同时,在界面中还显示虚拟对象。
步骤S106,响应针对备选装扮道具中第一道具的选中操作,控制虚拟对象穿戴第一道具;
玩家通过触发某个备选装扮道具,被触发的备选装扮道具即第一道具,即可控制虚拟对象穿戴该备选装扮道具,从而展示该备选装扮道具的视觉效果。
步骤S108,确定第一道具属于第一套装中的套装部件,显示第一道具所属的第一套装的持有进度;其中,持有进度用于指示:当前游戏账户针对第一套装中套装部件的持有状态。
在本实施例中,如果第一道具属于第一套装中的一个套装部件,在控制虚拟对象穿戴第一道具的同时,还显示第一道具所属的第一套装的持有进度;通常,第一套装包括多个套装部件,第一道具属于其中的一个套装部件。玩家可能会持有第一套装中的部分或全部的套装部件,也可能不持有第一套装中的任意套装部件。通过显示持有进度,可以供玩家了解该第一道具所述的第一套装的持有进度。玩家无需再进入到个人信息页面中查看套装的持有进度,减少了系统间切换的操作繁琐过程。
上述持有进度可以通过多种形式显示。例如,可以显示第一套装中每个套装部件的部件标识,并通过文字或者显示格式区分每个部件的持有状态,持有状态包括已持有或未持有。
上述游戏的交互控制方法,响应针对多种道具类别控件中装扮控件的触发操作,显示多种装扮类别控件;装扮类别控件用于:提供对应类别的装扮道具;响应针对多种装扮类别控件中第一类别控件的触发操作,显示第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;响应针对备选装扮道具中第一道具的选中操作,控制虚拟对象穿戴第一道具;确定第一道具属于第一套装中的套装部件,显示第一道具所属的第一套装的持有进度;其中,持有进度用于指示:当前游戏账户针对第一套装中套装部件的持有状态。上述方式中,玩家在装扮对象时,选中道具后即可直接显示该道具所属套装的持有进度,无需再退出装扮系统区收藏系统中查看套装的持有信息,降低了装扮操作的交互次数,提高了操作的便捷性。
在显示持有进度时,一种方式中,显示第一套装中多个套装部件的部件标识;其中,针对多个套装部件中当前游戏账户的已持有部件,以第一显示格式显示已持有部件;针对多个套装部件中当前游戏账户的未持有部件,以第二显示格式显示未持有部件。
图2作为一个示例,部件1为已持有部件,部件2为未持有部件;例如,部件1可以为裙子,部件2可以为鞋子。通过实线和虚线的方式区分已持有部件和未持有部件。上述第一显示格式和第二显示格式通常不同,例如,第一显示格式为实线,则第二显示格式为虚线;再如,第一显示格式为高亮,第二显示格式为阴影,通过显示格式区分已持有部件和未持有部件。
响应针对备选装扮道具中第一道具的选中操作,将第一道具的道具标识显示在部位穿戴提示窗口中;该部位穿戴提示窗口用于:指示虚拟对象的对应部位已穿戴道具;将第一套装中多个套装部件的部件标识显示在预设的显示区域。
例如,当第一类别控件为上衣控件时,在备选装备道具中会显示多种上衣道具,当玩家点击其中一个上衣道具时,在界面的右上角部分显示该上衣道具所属的第一套装的多个套装部件标识,玩家点击的上衣道具属于第一套装中的一个套装部件。
进一步的,响应针对备选装扮道具中第一道具的选中操作,在部位穿戴提示窗口中显示第一套装中除第一道具以外的剩余套装部件;其中,剩余套装部件显示在部分穿戴提示窗口中对应部分的子窗口中,剩余套装部件对应配置有指示标识,指示标识指示剩余套装部件为已持有部件或未持有部件;响应针对部位穿戴提示窗口中第一剩余套装部件的触发操作,控制虚拟对象穿戴第一剩余套装部件。
在上述方式中,部位穿戴提示窗口除了显示玩家触发的第一道具,还显示该第一道具所属的第一套装中的剩余套装部件,即,部位穿戴提示窗口中显示了第一套装中全部的套装部件,通过触发部位穿戴提示窗口中的每个套装部件,可以控制虚拟对象穿戴或脱卸各个套装部件。
其他方式中,备选装扮道具中的第一道具被选中后,第一道具穿戴至虚拟对象身上,部位穿戴提示窗口中仅显示第一道具,以及虚拟对象身上已穿戴的其他道具。如果第一套装中除第一道具以外的剩余套装部件没有穿戴至虚拟对象身上,则部位穿戴提示窗口中不显示剩余套装部件;如果从部位标识中选择第一套装中除第一道具以外的第二道具,则第二道具也会显示在穿戴提示窗口中。
另一种方式中,部位穿戴提示窗口还用于:控制虚拟角色穿戴或脱卸对应的道具;响应针对部位穿戴提示窗口的触发操作,确定触发操作对应的套装部件;控制在虚拟角色模型穿戴或脱卸触发操作对应的套装部件。
一种方式中,部位穿戴提示窗口可以直接展开显示在界面中,也可以最小化显示,仅提供窗口展开控件,当触发该窗口展开控件后,显示部位穿戴提示窗口。当玩家点击了第一道具后,显示虚拟对象,并控制虚拟对象穿戴第一道具,针对第一套装中,第一道具以外的剩余套装部件,虚拟对象可以在穿戴第一道具的同时,也穿戴剩余套装部件,也可以仅穿戴第一道具,不穿戴剩余套装部件,当玩家触发部位穿戴提示窗口中的套住部件时,再控制虚拟对象穿戴或脱卸对应的套装部件。
需要说明的是,对于玩家未持有的套装部件,也可以控制虚拟角色穿戴和脱卸该套装部件,以供玩家查看虚拟角色穿戴该套装部件后的外形效果,从而提高玩家收集未持有套装部件的兴趣度和积极性,激励玩家持续收集未持有的套装部件。
基于上述,响应于第一剩余套装部件为未持有部件,提供持有第一剩余套装部件的接口控件。该接口控件用于给玩家提供获取未持有部件的途径,图2中,当玩家点击部位穿戴提示窗口中的一个部件后,且该部件为未持有部件,提供了购买控件以及购买的花费信息“20#”;另外,玩家也可以点击右上角的第一套装的套装部件的部件标识,当玩家点击部件2中,提供了购买控件以及购买的花费信息“20#”。除购买控件以外,上述接口控件还可以为抽奖控件、触发任务控件等,从而通过抽奖、完成任务的方式获取第一部件。
另一种实现方式中,响应备选装扮道具中第一道具的选中操作,将第一道具的道具标识显示在部位穿戴提示窗口中;该部位穿戴提示窗口用于:指示虚拟对象的对应部位已穿戴道具;响应针对部位穿戴提示窗口中第一道具的道具标识的触发操作,将第一套装中多个套装部件的部件标识显示在预设的显示区域。
在该方式中,第一道具被选中后,将第一道具的道具标识显示在部位穿戴提示窗口中,此时,触发部位穿戴提示窗口中第一道具的道具标识,才显示第一套装中多个套装部件的部件标识。在该方式中,通过触发部位穿戴提示窗口中第一道具的道具标识,才显示第一套装中多个套装部件的部件标识,从而展示第一套装的持有进度。
进一步的,从当前游戏账户的收藏系统数据中,获取第一套装的持有进度;其中,该收藏系统数据包括:当前游戏账户已持有的道具信息;基于持有进度,在装扮控件对应的装扮系统中确定第一套装中各个套装部件的部件标识的显示格式;基于显示格式显示第一套装中多个套装部件的部件标识。
通常,套装的持有进度保存在游戏的收藏系统数据中,而前述实施例中装扮控件触发的是装扮系统,因此,在显示持有进度时,需要先从收藏系统数据中,获取第一套装的持有进度,装扮系统基于获取到的持有进度,确定第一套装中各个套装部件的部件标识的显示格式,例如,已持有部件使用第一显示格式显示,未持有部件使用第二显示格式显示。
对于一个游戏系统,游戏系统通常划分有多个子系统,每个子系统通过控件触发显示,且每个子系统提供对应的功能和数据。具体到本实施例中,通过装扮控件触发装扮系统的功能显示,在装扮系统中,当玩家点击第一道具时,从收藏系统中获取该第一道具所属的套装的持有进度,进而显示在状态系统对应的界面中。
进一步的,响应针对部件标识中第二道具对应的部件标识的选中操作,控制虚拟对象穿戴第二道具;其中,第二道具为第一套装中的未持有部件;第二道具与第一道具对应的装扮道具类别不同。
由前述实施例可知,部位穿戴提示窗口中显示了第一套装中的全部套装部件,当玩家触发部位穿戴提示窗口中的未持有部件时,也可以控制虚拟对象穿戴该部件,即上述第二道具,以供玩家查看虚拟对象穿戴上该第二道具的视觉效果,激励玩家持续收集未持有的套装部件。
另外,响应针对部件标识中第二道具对应的部件标识的选中操作,控制虚拟对象穿戴第二道具之后,将被触发的类别控件从第一道具对应的第一类别控件,切换为第二道具对应的第二类别控件,显示第二类别控件对应的备选装扮道具。
界面当前显示的是第一类别控件被触发后,第一类别控件中的各个备选装扮道具,这些备选装扮道具与第一道具的道具类别相同,当玩家触发第二道具后,由于第二道具与第一道具的道具类别不同,此时可以控制第一类别控件取消被触发的状态,将第二道具对应的第二类别控件作为被触发的类别控件,同时,在界面中显示第二类别控件对应的备选装扮道具,该备选装扮道具中包括上述第二道具。
另一种方式中,上述第二道具也可以为已持有部件,玩家从部件标识中选中作为已持有部件的第二道具时,控制虚拟对象穿戴第二道具,同时,将被触发的类别控件从第一道具对应的第一类别控件,切换为第二道具对应的第二类别控件,显示第二类别控件对应的备选装扮道具。
该方式可以通过选中部件标识,控制切换不同类别的备选装扮道具的显示。另外,当选中第二道具对应的部件标识后,界面中也可以保持显示第一道具对应的道具类别的备选装扮道具。
另外,前述实施例描述的是,在装扮系统中的操作和显示。在下述实施例中,玩家可以在访问收藏系统中,通过操作触发显示装扮系统中的装扮页面。具体的,在初始状态下,图形用户界面中包括角色信息窗口;该角色信息窗口提供多种角色信息控件;该角色信息控件用于提供对应种类的角色信息;在部分游戏中,角色信息窗口也可以称为个人信息窗口;通过在游戏系统中设置一信息控件,玩家触发该信息控件,即可显示上述角色信息窗口;该角色信息窗口中的角色信息控件包括多种,用于提供不同种类的角色信息;例如,角色信息控件可以包括装扮控件、枪械收藏控件、相册控件、社交控件、荣誉墙控件、战绩控件等;角色信息控件还可以设置主控件和子控件,用于将角色信息进行更细化的划分和显示;在本实施例中,角色信息控件还可以包括套装控件和图鉴控件,用于显示和操作套装、图鉴等角色信息。
响应于多种角色信息控件中套装控件的触发操作,显示当前游戏账户的持有套装信息;其中,该持有套装信息包括至少一套已持有套装的套装标识和持有进度;已持有套装包括多个套装部件;当前游戏账户持有已持有套装中的至少一个套装部件;该持有进度可以用于指示:当前游戏账户针对已持有套装中套装部件的持有比例;
该套装控件可以是一个角色信息控件,也可以是一个角色信息控件的子控件,例如,角色信息控件装扮控件是主控件,套装控件是装扮控件的子控件。玩家点击该套装控件后,在角色信息窗口即可显示当前游戏账户的持有套装信息。这里的套装可以为服装套装,例如,一套套装可以包括上衣、裤子、鞋子、面具、背包等;套装还可以为饰品套装、道具套装等。
上述持有套装信息可以展示当前游戏账户持有哪些套装,具体的,持有套装信息包括已持有套装的套装标识,该套装标识例如可以为已持有套装的外形效果、套装名称等;该本实施例中,持有套装信息中还包括已持有套装的持有进度。
套装通常由多个套装部件组成,对于已持有套装来说,当前游戏账户至少持有该套装的一个套装部件;如果对于一套套装,当前游戏账户没有持有该套装中的任意套装部件,则该套装为未持有套装。对于已持有套装,当前游戏账户可能会持有该套装中的全部套装部件,也可能会持有部分套装部件。上述持有进度用于指示当前游戏账户针对已持有套装中套装部件的持有比例。
一种方式中,持有进度可以采用文字或数字的形式显示,例如,该持有比例可以为分数、小数等形式显示。另一种方式中,持有进度可以采用图形的形式显示,例如,如果套装部件包括4个,则可以将进度条划分为4份进度区域,如果持有的套装部件为2个,则可以将2个进度区域高亮显示,从而指示套装部件的持有比例。
响应针对持有套装信息中第一套装标识的第一触发操作,显示装扮窗口;在装扮窗口中显示虚拟对象,控制虚拟对象穿戴第一套装标识对应的套装中的至少部分套装部件。
由上述可知,持有套装信息中显示每套已持有套装的套装标识,玩家执行触发操作的套装标识,即第一套装标识;玩家单击、双击或者长按该第一套装标识,即可视为触发该第一套装标识,此时,可以控制切换至装扮系统,并显示装扮窗口。
一种具体的实现方式中,上述持有进度包括:已持有套装中套装部件的总数量,以及已持有套装中当前游戏账户持有的套装部件的第一数量。例如,套装部件的总数量为3,而当前游戏账户持有的套装部件的第一数量为2,此时,持有进度可以表示为2/3。通过该方式,可以使玩家清晰的知晓该套装的持有进度。
进一步地,在显示持有套装信息时,可以通过下述方式实现:响应于多种角色信息控件中套装控件的触发操作,在图形用户界面中显示多个套装的套装标识和套装名称;其中,针对多个套装中当前游戏账户的已持有套装,以第三显示格式显示已持有套装的套装标识、套装名称和持有进度;针对多个套装中的未持有套装,以第四显示格式显示未持有套装的套装标识和套装名称。
为了便于理解,图3作为一个示例,玩家点击套装控件后,图形用户界面中可以显示游戏系统预设的多个套装的套装标识和套装名称;具体的,如果套装种类较多,可以划分为多个类别;例如,套装包括金装、银装、钻石装等;图3中示出的是属于金装的套装。在图3的示例中,金装共包括3套套装,其中,已持有套装为2套,因此,在图3中显示了当前游戏账户针对金装的持有进度“2/3”。进一步的,针对每套套装,都显示了套装名称,分别为套装1、套装2和套装3;同时显示了套装的套装标识,即套装名称上方的套装外形效果。
其中,套装1和套装2为当前游戏账户的已持有套装,通过高亮的方式显示套装标识、套装名称和持有进度。套装1共包括1个套装部件,当前游戏账户持有全部的套装部件,此时,套装1的持有进度可以加粗显示,或者使用其他显示格式,以指示该套装的全部套装部件已经收集完毕。套装2共包括2个套装部件,当前游戏账户持有1个套装部件,此时持有进度为1/2。当前游戏账户未持有套装3的任何套装部件,此时,套装3以第四显示格式显示,图3中以阴影效果为例,第四显示格式还可以为灰度显示或其他显示格式;同时,套装3不显示持有进度。
在装扮页面中,可以显示当前游戏账户已持有套装中的持有部件,还可以显示独立的装扮道具、皮肤等。在装扮过程中,可以将已持有套装中的已持有部件单独穿戴至虚拟角色。例如,当前游戏账户的已持有套装包括套装A和套装B,针对套装A,已持有部件包括部件1和部件2,针对套装B,已持有部件包括部件3;此时,如果部件1和部件3不冲突,可以将部件1和部件3同时穿戴至虚拟角色上。其中,部件之间的冲突关系可以预先设置,具体可以根据部件穿戴至虚拟角色上的部位进行设置。例如,如果两个部件均是上衣,则这两个部件存在冲突关系,如果两个部件分别为上衣和裤子,则这两个部件不存在冲突关系。
在装扮操作过程中,如果用户点击第一持有部件,此时,可以控制虚拟角色穿戴该第一持有部件,同时,还显示第一持有部件所属已持有套装的持有进度,该持有进度可以显示在第一持有部件相关联的位置,也可以显示在图形用户界面的特定区域,例如,界面的左上角、左上角等。上述方式可以使玩家了解该部件所属套装的持有进度,从而引导玩家尽快收集该套装的未持有的套装部件。
在本实施例中,除套装以外,道具图鉴也可以显示道具持有进度,从而引导玩家收集同一系列的道具。
具体的,响应于多个角色信息控件中图鉴控件的触发操作,显示道具图鉴页面;其中,该道具图鉴页面中包括至少一组道具组的封面和道具持有进度;该道具持有进度用于指示:当前游戏账户针对道具组中道具的持有比例。
一组道具组中通常包括多个道具,多个道具具有相似的外观、风格、作用或属性。道具组的封面中包括道具组的名称、奖励称号等内容。玩家可以通过购买、抽奖、完成任务等获取道具,也可以在游戏场景中拾取道具。道具持有进度具体可以包括道具组中道具的总数量,以及当前游戏账户针对该道具组的持有道具的数量。
上述道具图鉴页面可以通过子控件的形式从不同的维度展示道具组。一种方式中,道具图鉴页面中包括展示橱窗控件;响应针对展示橱窗控件的触发操作,在道具图鉴页面显示多个橱窗展示区域;该橱窗展示区域用于:展示目标道具组的封面和道具持有进度;该橱窗展示区域还用于:向当前游戏账户以外的游戏账户提供查看目标道具组的权限。
图4作为一个示例,图鉴控件为标识有“图鉴系统”的控件,点击该控件后,右侧界面区域显示图鉴系统的内容。一种方式中,点击图鉴控件后,可以默认触发展示橱窗控件,从而在道具图鉴页面显示对应的内容;另一种方式中,点击图鉴控件后,再触发展示橱窗控件,从而在道具图鉴页面显示对应的内容。
图4中示出了5个橱窗展示区域,其中,有两个橱窗展示区域分别展示有道具组1和道具组2的封面,以及每个道具组的道具持有进度。位于橱窗展示区域中的道具组,可以供其他玩家查看。例如,在橱窗展示区域设置了目标道具组后,其他玩家可以触发当前游戏账户对应的虚拟角色,在角色信息中显示目标道具组的封面以及道具持有进度;其他玩家还可以点击封面,从而查看目标道具组的详细信息,例如,该目标道具组具体包括的道具种类等。
需要说明的是,可以设置添加至橱窗展示区域中的道具的条件,例如,当前游戏账户持有全部道具的道具组,才具有添加至橱窗展示区域的权限。
在道具图鉴页面中,道具组的封面也可以触发,进而显示该道具组的详细信息。对于橱窗展示区域中空闲展示区域,也可以执行触发操作,从而为该空闲显示区域添加道具组,具体的,响应针对橱窗展示区域中空闲展示区域的触发操作,确定控件展示区域展示的第一道具组;在空闲展示区域显示第一道具组的封闭和道具持有进度。
触发控件展示区域后,可以提供一窗口,该窗口中显示可以添加至橱窗展示区域的道具组,以供玩家选择,将玩家选择的道具组作为第一道具组,进而显示第一道具组的封面和道具持有进度。
进一步的,道具图鉴页面中包括图鉴总览控件;响应针对图鉴总览控件的触发操作,在道具图鉴页面显示预设范围内道具组的封面、道具组名称和道具持有进度;显示当前游戏账户持有的道具组数量,以及预设范围内的道具组数量。
图5作为示例,玩家点击图鉴总览控件后,在道具图鉴页面中显示当前游戏中的所有道具组的封面、道具组名称和道具持有进度;例如,游戏中可以设置共九组道具组,而当前游戏账户持有了两个道具组的全部或部分道具,此时,可以显示2/9,从而指示当前游戏账户针对道具组的整体收集进度。
针对当前游戏账户持有全部或部分道具的道具组,在道具组的封面左上角可以显示当前道具组中道具的持有进度,例如,2/3、1/2等。对于当前游戏账户没有持有任一道具的道具组,可以显示进度为0/N,N表示道具组的道具总量,也可以不显示持有进度。
另外,道具图鉴页面中还可以提供排序控件,例如,按照持有时间进行升序或降序的排列,按照持有进度进行升序或降序的排列等。
在上述展示橱窗控件和图鉴总览控件被触发后,道具图鉴页面中会显示道具组的封面、名称以及进度,通过触发道具组的封面、名称、进度等,可以实现对道具组的触发。具体的,响应针对道具图鉴页面中第二道具组的触发操作,显示第二道具组包括的多个道具的道具标识,以及持有进度条;其中,针对多个道具中当前游戏账户的已持有道具,以第五显示格式显示已持有道具的道具标识;针对多个道具中当前游戏账户的未持有道具,以第六显示格式显示未持有道具的道具标识;持有进度条用于显示:第二道具组的已持有道具的道具数量,以及第二道具组的道具总数量。
图6作为示例,第二道具组被触发后,页面上会显示第二道具组包括的每个道具的道具标识,针对当前游戏账户已持有的道具,以第五显示格式显示道具标识,如图6中,道具3、道具4的道具标识以高亮格式显示;针对当前用户账户未持有道具,以第六显示格式显示道具标识,如图6中道具1、道具2的道具标识以阴影格式显示。同时,在图6的下部区域,显示持有进度条,通过进度条的形式显示第二道具组的道具持有进度。
上述第二道具组被触发后,还有另一种显示方式。响应针对道具图鉴页面中第二道具组的触发操作,显示第二道具组的奖励道具的道具标识,以及奖励道具的持有状态;其中,如果奖励道具包括多个,多个奖励道具的道具标识可切换显示。
如图7中,在页面的左侧区域用于显示奖励道具,如果仅包括一个奖励道具,则显示该奖励道具的道具名,在圆形区域显示该奖励道具的道具标识,例如,奖励道具的外形效果等,通过特定的显示格式区分已获得的奖励道具和未获得的奖励道具,例如,彩色格式显示已获得的奖励道具,黑白格式显示未获得的奖励得到。如果奖励道具包括多个,通过左右两边的三角形控件控制切换显示多个奖励道具。在图7的右侧区域,显示第二道具组中的每个道具的道具标识,以及持有状态。
上述显示格式有利于道具组的扩展,所有道具组的显示均可以采用图7的形式进行显示,无需再针对每组道具组制作特定的显示界面,扩展性较好。
在上述方式中,如果玩家没有点击过角色信息控件中的套装控件或图鉴控件,可以在相应的控件上显示提示标识,以标识相关控件对应的角色信息功能有更新;玩家初次点击该控件后,首先显示弹窗,在弹窗中描述控件对应的信息功能的更新内容;如果更新内容较多,则可以分页显示,玩家通过页面切换操作查看所有的更新内容,进而点击确认控件后,开始显示控件对应的角色信息。
对应于上述方法实施例,参见图8所示的一种游戏的交互控制装置的结构示意图,通过终端设备提供一图形用户界面,图形用户界面中包括多种道具类别控件;道具类别控件用于:提供对应类别的备选道具;方法包括:
第一显示模块80,用于响应针对多种道具类别控件中装扮控件的触发操作,显示多种装扮类别控件;装扮类别控件用于:提供对应类别的装扮道具;
第二显示模块82,用于响应针对多种装扮类别控件中第一类别控件的触发操作,显示第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;
穿戴控制模块84,用于响应针对备选装扮道具中第一道具的选中操作,控制虚拟对象穿戴第一道具;
第三显示模块86,用于确定第一道具属于第一套装中的套装部件,显示第一道具所属的第一套装的持有进度;其中,持有进度用于指示:当前游戏账户针对第一套装中套装部件的持有状态。
上述游戏的交互控制装置,响应针对多种道具类别控件中装扮控件的触发操作,显示多种装扮类别控件;装扮类别控件用于:提供对应类别的装扮道具;响应针对多种装扮类别控件中第一类别控件的触发操作,显示第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;响应针对备选装扮道具中第一道具的选中操作,控制虚拟对象穿戴第一道具;确定第一道具属于第一套装中的套装部件,显示第一道具所属的第一套装的持有进度;其中,持有进度用于指示:当前游戏账户针对第一套装中套装部件的持有状态。上述方式中,玩家在装扮对象时,选中道具后即可直接显示该道具所属套装的持有进度,无需再退出装扮系统区收藏系统中查看套装的持有信息,降低了装扮操作的交互次数,提高了操作的便捷性。
上述第三显示模块,还用于:显示第一套装中多个套装部件的部件标识;其中,针对多个套装部件中当前游戏账户的已持有部件,以第一显示格式显示已持有部件;针对多个套装部件中当前游戏账户的未持有部件,以第二显示格式显示未持有部件。
上述第三显示模块,还用于:响应针对备选装扮道具中第一道具的选中操作,将第一道具的道具标识显示在部位穿戴提示窗口中;部位穿戴提示窗口用于:指示虚拟对象的对应部位已穿戴道具;将第一套装中多个套装部件的部件标识显示在预设的显示区域。
上述装置还包括第四显示模块,用于:响应针对备选装扮道具中第一道具的选中操作,在部位穿戴提示窗口中显示第一套装中除第一道具以外的剩余套装部件;其中,剩余套装部件显示在部分穿戴提示窗口中对应部分的子窗口中,剩余套装部件对应配置有指示标识,指示标识指示剩余套装部件为已持有部件或未持有部件;响应针对部位穿戴提示窗口中第一剩余套装部件的触发操作,控制虚拟对象穿戴第一剩余套装部件。
上述装置还包括:控件提供模块,用于响应于第一剩余套装部件为未持有部件,提供持有第一剩余套装部件的接口控件。
上述部位穿戴提示窗口还用于:控制虚拟角色穿戴或脱卸对应的道具;上述装置还包括第一控制模块,用于:响应针对部位穿戴提示窗口的触发操作,确定触发操作对应的套装部件;控制在虚拟角色模型穿戴或脱卸触发操作对应的套装部件。
上述第三显示模块还用于:响应备选装扮道具中第一道具的选中操作,将第一道具的道具标识显示在部位穿戴提示窗口中;部位穿戴提示窗口用于:指示虚拟对象的对应部位已穿戴道具;响应针对部位穿戴提示窗口中第一道具的道具标识的触发操作,将第一套装中多个套装部件的部件标识显示在预设的显示区域。
上述第三显示模块还用于:从当前游戏账户的收藏系统数据中,获取第一套装的持有进度;其中,收藏系统数据包括:当前游戏账户已持有的道具信息;基于持有进度,在装扮控件对应的装扮系统中确定第一套装中各个套装部件的部件标识的显示格式;基于显示格式显示第一套装中多个套装部件的部件标识。
上述装置还包括第二控制模块,用于:响应针对部件标识中第二道具对应的部件标识的选中操作,控制虚拟对象穿戴第二道具;其中,第二道具为第一套装中的未持有部件;第二道具与第一道具对应的装扮道具类别不同。
上述装置还包括切换模块,用于:将被触发的类别控件从第一道具对应的第一类别控件,切换为第二道具对应的第二类别控件,显示第二类别控件对应的备选装扮道具。
上述装置还包括第四显示模块,用于:在图形用户界面中显示角色信息窗口;角色信息窗口提供多种角色信息控件;角色信息控件用于提供对应种类的角色信息;响应于多种角色信息控件中套装控件的触发操作,显示当前游戏账户的持有套装信息;其中,持有套装信息包括至少一套已持有套装的套装标识和持有进度;已持有套装包括多个套装部件;当前游戏账户持有已持有套装中的至少一个套装部件;响应针对持有套装信息中第一套装标识的第一触发操作,显示装扮窗口;在装扮窗口中显示虚拟对象,控制虚拟对象穿戴第一套装标识对应的套装中的至少部分套装部件。
上述持有进度包括:已持有套装中套装部件的总数量,以及已持有套装中当前游戏账户持有的套装部件的第一数量。
上述第四显示模块,还用于:响应于多种角色信息控件中套装控件的触发操作,在图形用户界面中显示多个套装的套装标识和套装名称;其中,针对多个套装中当前游戏账户的已持有套装,以第三显示格式显示已持有套装的套装标识、套装名称和持有进度;针对多个套装中的未持有套装,以第四显示格式显示未持有套装的套装标识和套装名称。
上述装置还包括第五显示模块,用于:响应于多个角色信息控件中图鉴控件的触发操作,显示道具图鉴页面;其中,道具图鉴页面中包括至少一组道具组的封面和道具持有进度;道具持有进度用于指示:当前游戏账户针对道具组中道具的持有比例。
上述道具图鉴页面中包括展示橱窗控件;上述装置还包括第六显示模块,用于:响应针对展示橱窗控件的触发操作,在道具图鉴页面显示多个橱窗展示区域;橱窗展示区域用于:展示目标道具组的封面和道具持有进度;橱窗展示区域还用于:向当前游戏账户以外的游戏账户提供查看目标道具组的权限。
上述装置还包括:第七显示模块,用于:响应针对橱窗展示区域中空闲展示区域的触发操作,确定控件展示区域展示的第一道具组;在空闲展示区域显示第一道具组的封闭和道具持有进度。
上述道具图鉴页面中包括图鉴总览控件;上述装置还包括:第八显示模块,用于响应针对图鉴总览控件的触发操作,在道具图鉴页面显示预设范围内道具组的封面、道具组名称和道具持有进度;显示当前游戏账户持有的道具组数量,以及预设范围内的道具组数量。
上述装置还包括:第九显示模块,用于响应针对道具图鉴页面中第二道具组的触发操作,显示第二道具组包括的多个道具的道具标识,以及持有进度条;其中,针对多个道具中当前游戏账户的已持有道具,以第五显示格式显示已持有道具的道具标识;针对多个道具中当前游戏账户的未持有道具,以第六显示格式显示未持有道具的道具标识;持有进度条用于显示:第二道具组的已持有道具的道具数量,以及第二道具组的道具总数量。
上述装置还包括第十显示模块,用于:响应针对道具图鉴页面中第二道具组的触发操作,显示第二道具组的奖励道具的道具标识,以及奖励道具的持有状态;其中,如果奖励道具包括多个,多个奖励道具的道具标识可切换显示。
本实施例还提供一种电子设备,包括处理器和存储器,存储器存储有能够被处理器执行的机器可执行指令,处理器执行机器可执行指令以实现上述游戏的交互控制方法。该电子设备可以是服务器,也可以是终端设备。
参见图9所示,该电子设备包括处理器100和存储器101,该存储器101存储有能够被处理器100执行的机器可执行指令,该处理器100执行机器可执行指令以实现上述游戏的交互控制方法。
进一步地,图9所示的电子设备还包括总线102和通信接口103,处理器100、通信接口103和存储器101通过总线102连接。
其中,存储器101可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口103(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。总线102可以是ISA总线、PCI总线或EISA总线等。所述总线可以分为地址总线、数据总线、控制总线等。为便于表示,图9中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
处理器100可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器100中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器100可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processor,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现场可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本公开实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本公开实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器101,处理器100读取存储器101中的信息,结合其硬件完成前述实施例的方法的步骤。
上述电子设备中的处理器,通过执行机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:
通过终端设备提供一图形用户界面,图形用户界面中包括多种道具类别控件;道具类别控件用于:提供对应类别的备选道具;响应针对多种道具类别控件中装扮控件的触发操作,显示多种装扮类别控件;装扮类别控件用于:提供对应类别的装扮道具;响应针对多种装扮类别控件中第一类别控件的触发操作,显示第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;响应针对备选装扮道具中第一道具的选中操作,控制虚拟对象穿戴第一道具;确定第一道具属于第一套装中的套装部件,显示第一道具所属的第一套装的持有进度;其中,持有进度用于指示:当前游戏账户针对第一套装中套装部件的持有状态。
显示第一套装中多个套装部件的部件标识;其中,针对多个套装部件中当前游戏账户的已持有部件,以第一显示格式显示已持有部件;针对多个套装部件中当前游戏账户的未持有部件,以第二显示格式显示未持有部件。
响应针对备选装扮道具中第一道具的选中操作,将第一道具的道具标识显示在部位穿戴提示窗口中;部位穿戴提示窗口用于:指示虚拟对象的对应部位已穿戴道具;将第一套装中多个套装部件的部件标识显示在预设的显示区域。
响应针对备选装扮道具中第一道具的选中操作,在部位穿戴提示窗口中显示第一套装中除第一道具以外的剩余套装部件;其中,剩余套装部件显示在部分穿戴提示窗口中对应部分的子窗口中,剩余套装部件对应配置有指示标识,指示标识指示剩余套装部件为已持有部件或未持有部件;响应针对部位穿戴提示窗口中第一剩余套装部件的触发操作,控制虚拟对象穿戴第一剩余套装部件。
响应于第一剩余套装部件为未持有部件,提供持有第一剩余套装部件的接口控件。
部位穿戴提示窗口还用于:控制虚拟角色穿戴或脱卸对应的道具;响应针对部位穿戴提示窗口的触发操作,确定触发操作对应的套装部件;控制在虚拟角色模型穿戴或脱卸触发操作对应的套装部件。
响应备选装扮道具中第一道具的选中操作,将第一道具的道具标识显示在部位穿戴提示窗口中;部位穿戴提示窗口用于:指示虚拟对象的对应部位已穿戴道具;响应针对部位穿戴提示窗口中第一道具的道具标识的触发操作,将第一套装中多个套装部件的部件标识显示在预设的显示区域。
从当前游戏账户的收藏系统数据中,获取第一套装的持有进度;其中,收藏系统数据包括:当前游戏账户已持有的道具信息;基于持有进度,在装扮控件对应的装扮系统中确定第一套装中各个套装部件的部件标识的显示格式;基于显示格式显示第一套装中多个套装部件的部件标识。
响应针对部件标识中第二道具对应的部件标识的选中操作,控制虚拟对象穿戴第二道具;其中,第二道具为第一套装中的未持有部件;第二道具与第一道具对应的装扮道具类别不同。
将被触发的类别控件从第一道具对应的第一类别控件,切换为第二道具对应的第二类别控件,显示第二类别控件对应的备选装扮道具。
在图形用户界面中显示角色信息窗口;角色信息窗口提供多种角色信息控件;角色信息控件用于提供对应种类的角色信息;响应于多种角色信息控件中套装控件的触发操作,显示当前游戏账户的持有套装信息;其中,持有套装信息包括至少一套已持有套装的套装标识和持有进度;已持有套装包括多个套装部件;当前游戏账户持有已持有套装中的至少一个套装部件;响应针对持有套装信息中第一套装标识的第一触发操作,显示装扮窗口;在装扮窗口中显示虚拟对象,控制虚拟对象穿戴第一套装标识对应的套装中的至少部分套装部件。
持有进度包括:已持有套装中套装部件的总数量,以及已持有套装中当前游戏账户持有的套装部件的第一数量。
响应于多种角色信息控件中套装控件的触发操作,在图形用户界面中显示多个套装的套装标识和套装名称;其中,针对多个套装中当前游戏账户的已持有套装,以第三显示格式显示已持有套装的套装标识、套装名称和持有进度;针对多个套装中的未持有套装,以第四显示格式显示未持有套装的套装标识和套装名称。
响应于多个角色信息控件中图鉴控件的触发操作,显示道具图鉴页面;其中,道具图鉴页面中包括至少一组道具组的封面和道具持有进度;道具持有进度用于指示:当前游戏账户针对道具组中道具的持有比例。
道具图鉴页面中包括展示橱窗控件;响应针对展示橱窗控件的触发操作,在道具图鉴页面显示多个橱窗展示区域;橱窗展示区域用于:展示目标道具组的封面和道具持有进度;橱窗展示区域还用于:向当前游戏账户以外的游戏账户提供查看目标道具组的权限。
响应针对橱窗展示区域中空闲展示区域的触发操作,确定控件展示区域展示的第一道具组;在空闲展示区域显示第一道具组的封闭和道具持有进度。
道具图鉴页面中包括图鉴总览控件;响应针对图鉴总览控件的触发操作,在道具图鉴页面显示预设范围内道具组的封面、道具组名称和道具持有进度;显示当前游戏账户持有的道具组数量,以及预设范围内的道具组数量。
响应针对道具图鉴页面中第二道具组的触发操作,显示第二道具组包括的多个道具的道具标识,以及持有进度条;其中,针对多个道具中当前游戏账户的已持有道具,以第五显示格式显示已持有道具的道具标识;针对多个道具中当前游戏账户的未持有道具,以第六显示格式显示未持有道具的道具标识;持有进度条用于显示:第二道具组的已持有道具的道具数量,以及第二道具组的道具总数量。
响应针对道具图鉴页面中第二道具组的触发操作,显示第二道具组的奖励道具的道具标识,以及奖励道具的持有状态;其中,如果奖励道具包括多个,多个奖励道具的道具标识可切换显示。
上述方式中,玩家在装扮对象时,选中道具后即可直接显示该道具所属套装的持有进度,无需再退出装扮系统区收藏系统中查看套装的持有信息,降低了装扮操作的交互次数,提高了操作的便捷性。
本实施例还提供一种机器可读存储介质,机器可读存储介质存储有机器可执行指令,机器可执行指令在被处理器调用和执行时,机器可执行指令促使处理器实现上述游戏的交互控制方法。
上述机器可读存储介质存储中的机器可执行指令,通过执行该机器可执行指令,可以实现上述游戏的交互控制方法中的下述操作:
通过终端设备提供一图形用户界面,图形用户界面中包括多种道具类别控件;道具类别控件用于:提供对应类别的备选道具;响应针对多种道具类别控件中装扮控件的触发操作,显示多种装扮类别控件;装扮类别控件用于:提供对应类别的装扮道具;响应针对 多种装扮类别控件中第一类别控件的触发操作,显示第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;响应针对备选装扮道具中第一道具的选中操作,控制虚拟对象穿戴第一道具;确定第一道具属于第一套装中的套装部件,显示第一道具所属的第一套装的持有进度;其中,持有进度用于指示:当前游戏账户针对第一套装中套装部件的持有状态。
显示第一套装中多个套装部件的部件标识;其中,针对多个套装部件中当前游戏账户的已持有部件,以第一显示格式显示已持有部件;针对多个套装部件中当前游戏账户的未持有部件,以第二显示格式显示未持有部件。
响应针对备选装扮道具中第一道具的选中操作,将第一道具的道具标识显示在部位穿戴提示窗口中;部位穿戴提示窗口用于:指示虚拟对象的对应部位已穿戴道具;将第一套装中多个套装部件的部件标识显示在预设的显示区域。
响应针对备选装扮道具中第一道具的选中操作,在部位穿戴提示窗口中显示第一套装中除第一道具以外的剩余套装部件;其中,剩余套装部件显示在部分穿戴提示窗口中对应部分的子窗口中,剩余套装部件对应配置有指示标识,指示标识指示剩余套装部件为已持有部件或未持有部件;响应针对部位穿戴提示窗口中第一剩余套装部件的触发操作,控制虚拟对象穿戴第一剩余套装部件。
响应于第一剩余套装部件为未持有部件,提供持有第一剩余套装部件的接口控件。
部位穿戴提示窗口还用于:控制虚拟角色穿戴或脱卸对应的道具;响应针对部位穿戴提示窗口的触发操作,确定触发操作对应的套装部件;控制在虚拟角色模型穿戴或脱卸触发操作对应的套装部件。
响应备选装扮道具中第一道具的选中操作,将第一道具的道具标识显示在部位穿戴提示窗口中;部位穿戴提示窗口用于:指示虚拟对象的对应部位已穿戴道具;响应针对部位穿戴提示窗口中第一道具的道具标识的触发操作,将第一套装中多个套装部件的部件标识显示在预设的显示区域。
从当前游戏账户的收藏系统数据中,获取第一套装的持有进度;其中,收藏系统数据包括:当前游戏账户已持有的道具信息;基于持有进度,在装扮控件对应的装扮系统中确定第一套装中各个套装部件的部件标识的显示格式;基于显示格式显示第一套装中多个套装部件的部件标识。
响应针对部件标识中第二道具对应的部件标识的选中操作,控制虚拟对象穿戴第二道具;其中,第二道具为第一套装中的未持有部件;第二道具与第一道具对应的装扮道具类别不同。
将被触发的类别控件从第一道具对应的第一类别控件,切换为第二道具对应的第二类别控件,显示第二类别控件对应的备选装扮道具。
在图形用户界面中显示角色信息窗口;角色信息窗口提供多种角色信息控件;角色信息控件用于提供对应种类的角色信息;响应于多种角色信息控件中套装控件的触发操作,显示当前游戏账户的持有套装信息;其中,持有套装信息包括至少一套已持有套装的套装标识和持有进度;已持有套装包括多个套装部件;当前游戏账户持有已持有套装中的至少一个套装部件;响应针对持有套装信息中第一套装标识的第一触发操作,显示装扮窗口;在装扮窗口中显示虚拟对象,控制虚拟对象穿戴第一套装标识对应的套装中的至少部分套装部件。
持有进度包括:已持有套装中套装部件的总数量,以及已持有套装中当前游戏账户持有的套装部件的第一数量。
响应于多种角色信息控件中套装控件的触发操作,在图形用户界面中显示多个套装的套装标识和套装名称;其中,针对多个套装中当前游戏账户的已持有套装,以第三显示格式显示已持有套装的套装标识、套装名称和持有进度;针对多个套装中的未持有套装,以第四显示格式显示未持有套装的套装标识和套装名称。
响应于多个角色信息控件中图鉴控件的触发操作,显示道具图鉴页面;其中,道具图鉴页面中包括至少一组道具组的封面和道具持有进度;道具持有进度用于指示:当前游戏账户针对道具组中道具的持有比例。
道具图鉴页面中包括展示橱窗控件;响应针对展示橱窗控件的触发操作,在道具图鉴页面显示多个橱窗展示区域;橱窗展示区域用于:展示目标道具组的封面和道具持有进度;橱窗展示区域还用于:向当前游戏账户以外的游戏账户提供查看目标道具组的权限。
响应针对橱窗展示区域中空闲展示区域的触发操作,确定控件展示区域展示的第一道具组;在空闲展示区域显示第一道具组的封闭和道具持有进度。
道具图鉴页面中包括图鉴总览控件;响应针对图鉴总览控件的触发操作,在道具图鉴页面显示预设范围内道具组的封面、道具组名称和道具持有进度;显示当前游戏账户持有的道具组数量,以及预设范围内的道具组数量。
响应针对道具图鉴页面中第二道具组的触发操作,显示第二道具组包括的多个道具的道具标识,以及持有进度条;其中,针对多个道具中当前游戏账户的已持有道具,以第五显示格式显示已持有道具的道具标识;针对多个道具中当前游戏账户的未持有道具,以第六显示格式显示未持有道具的道具标识;持有进度条用于显示:第二道具组的已持有道具的道具数量,以及第二道具组的道具总数量。
响应针对道具图鉴页面中第二道具组的触发操作,显示第二道具组的奖励道具的道具标识,以及奖励道具的持有状态;其中,如果奖励道具包括多个,多个奖励道具的道具标识可切换显示。
上述方式中,玩家在装扮对象时,选中道具后即可直接显示该道具所属套装的持有进度,无需再退出装扮系统区收藏系统中查看套装的持有信息,降低了装扮操作的交互次数,提高了操作的便捷性。
本公开实施例所提供的游戏的交互控制方法、装置和电子设备的计算机程序产品,包括存储了程序代码的计算机可读存储介质,所述程序代码包括的指令可用于执行前面方法实施例中所述的方法,具体实现可参见方法实施例,在此不再赘述。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
另外,在本公开实施例的描述中,除非另有明确的规定和限定,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是固定连接,也可以是可拆卸连接,或一体地连接;可以是机械连接,也可以是电连接;可以是直接相连,也可以通过中间媒介间接相连,可以是两个元件内部的连通。对于本领域技术人员而言,可以具体情况理解上述术语在本公开中的具体含义。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
在本公开的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本公开和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本公开的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应以权利要求的保护范围为准。
Claims (22)
- 一种游戏的交互控制方法,其中,通过终端设备提供一图形用户界面,所述图形用户界面中包括多种道具类别控件;所述道具类别控件用于:提供对应类别的备选道具;所述方法包括:响应针对所述多种道具类别控件中装扮控件的触发操作,显示多种装扮类别控件;所述装扮类别控件用于:提供对应类别的装扮道具;响应针对所述多种装扮类别控件中第一类别控件的触发操作,显示所述第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;响应针对所述备选装扮道具中第一道具的选中操作,控制所述虚拟对象穿戴所述第一道具;确定所述第一道具属于第一套装中的套装部件,显示所述第一道具所属的所述第一套装的持有进度;其中,所述持有进度用于指示:当前游戏账户针对所述第一套装中套装部件的持有状态。
- 根据权利要求1所述的方法,其中,显示所述第一道具所属的所述第一套装的持有进度的步骤,包括:显示所述第一套装中多个套装部件的部件标识;其中,针对所述多个套装部件中所述当前游戏账户的已持有部件,以第一显示格式显示所述已持有部件;针对所述多个套装部件中所述当前游戏账户的未持有部件,以第二显示格式显示所述未持有部件。
- 根据权利要求2所述的方法,其中,显示所述第一套装中多个套装部件的部件标识的步骤,包括:响应针对所述备选装扮道具中第一道具的选中操作,将所述第一道具的道具标识显示在部位穿戴提示窗口中;所述部位穿戴提示窗口用于:指示所述虚拟对象的对应部位已穿戴道具;将所述第一套装中多个套装部件的部件标识显示在预设的显示区域。
- 根据权利要求3所述的方法,其中,所述方法还包括:响应针对所述备选装扮道具中第一道具的选中操作,在所述部位穿戴提示窗口中显示所述第一套装中除所述第一道具以外的剩余套装部件;其中,所述剩余套装部件显示在所述部分穿戴提示窗口中对应部分的子窗口中,所述剩余套装部件对应配置有指示标识,所述指示标识指示所述剩余套装部件为已持有部件或未持有部件;响应针对所述部位穿戴提示窗口中第一剩余套装部件的触发操作,控制所述虚拟对象穿戴所述第一剩余套装部件。
- 根据权利要求4所述的方法,其中,响应针对所述部位穿戴提示窗口中第一剩余套装部件的触发操作,控制所述虚拟对象穿戴所述第一剩余套装部件的步骤之后,所述方法还包括:响应于所述第一剩余套装部件为未持有部件,提供持有所述第一剩余套装部件的接口控件。
- 根据权利要求3所述的方法,其中,所述部位穿戴提示窗口还用于:控制所述虚拟角色穿戴或脱卸对应的道具;所述方法还包括:响应针对所述部位穿戴提示窗口的触发操作,确定所述触发操作对应的套装部件;控制在所述虚拟角色模型穿戴或脱卸所述触发操作对应的套装部件。
- 根据权利要求2所述的方法,其中,显示所述第一套装中多个套装部件的部件标识的步骤,包括:响应所述备选装扮道具中第一道具的选中操作,将所述第一道具的道具标识显示在部位穿戴提示窗口中;所述部位穿戴提示窗口用于:指示所述虚拟对象的对应部位已穿戴道具;响应针对所述部位穿戴提示窗口中所述第一道具的道具标识的触发操作,将所述第一套装中多个套装部件的部件标识显示在预设的显示区域。
- 根据权利要求2所述的方法,其中,显示所述第一套装中多个套装部件的部件标识的步骤,包括:从当前游戏账户的收藏系统数据中,获取所述第一套装的持有进度;其中,所述收藏系统数据包括:所述当前游戏账户已持有的道具信息;基于所述持有进度,在所述装扮控件对应的装扮系统中确定所述第一套装中各个套装部件的部件标识的显示格式;基于所述显示格式显示所述第一套装中多个套装部件的部件标识。
- 根据权利要求2所述的方法,其中,所述方法还包括:响应针对所述部件标识中第二道具对应的部件标识的选中操作,控制所述虚拟对象穿戴所述第二道具;其中,所述第二道具为所述第一套装中的未持有部件;所述第二道具与所述第一道具对应的装扮道具类别不同。
- 根据权利要求9所述的方法,其中,响应针对所述部件标识中第二道具对应的部件标识的选中操作,控制所述虚拟对象穿戴所述第二道具的步骤之后,所述方法还包括:将被触发的类别控件从所述第一道具对应的所述第一类别控件,切换为所述第二道具对应的第二类别控件,显示所述第二类别控件对应的备选装扮道具。
- 根据权利要求1所述的方法,其中,所述方法还包括:在所述图形用户界面中显示角色信息窗口;所述角色信息窗口提供多种角色信息控件;所述角色信息控件用于提供对应种类的角色信息;响应于所述多种角色信息控件中套装控件的触发操作,显示所述当前游戏账户的持有套装信息;其中,所述持有套装信息包括至少一套已持有套装的套装标识和持有进度;所述已持有套装包括多个套装部件;所述当前游戏账户持有所述已持有套装中的至少一个套装部件;响应针对所述持有套装信息中第一套装标识的第一触发操作,显示装扮窗口;在所述装扮窗口中显示所述虚拟对象,控制所述虚拟对象穿戴所述第一套装标识对应的套装中的至少部分套装部件。
- 根据权利要求11所述的方法,其中,所述持有进度包括:所述已持有套装中套装部件的总数量,以及所述已持有套装中所述当前游戏账户持有的套装部件的第一数量。
- 根据权利要求11所述的方法,其中,响应于所述多种角色信息控件中套装控件的触发操作,显示所述当前游戏账户的持有套装信息的步骤,包括:响应于所述多种角色信息控件中套装控件的触发操作,在所述图形用户界面中显示多个套装的套装标识和套装名称;其中,针对所述多个套装中所述当前游戏账户的已持有套装,以第三显示格式显示所述已持有套装的套装标识、套装名称和持有进度;针对所述多个套装中的未持有套装,以第四显示格式显示所述未持有套装的套装标识和套装名称。
- 根据权利要求11所述的方法,其中,所述方法还包括:响应于所述多个角色信息控件中图鉴控件的触发操作,显示道具图鉴页面;其中,所述道具图鉴页面中包括至少一组道具组的封面和道具持有进度;所述道具持有进度用于指示:所述当前游戏账户针对所述道具组中道具的持有比例。
- 根据权利要求14所述的方法,其中,所述道具图鉴页面中包括展示橱窗控件;所述方法还包括:响应针对所述展示橱窗控件的触发操作,在所述道具图鉴页面显示多个橱窗展示区域;所述橱窗展示区域用于:展示目标道具组的封面和道具持有进度;所述橱窗展示区域还用于:向所述当前游戏账户以外的游戏账户提供查看所述目标道具组的权限。
- 根据权利要求15所述的方法,其中,所述方法还包括:响应针对所述橱窗展示区域中空闲展示区域的触发操作,确定所述控件展示区域展示的第一道具组;在所述空闲展示区域显示所述第一道具组的封闭和道具持有进度。
- 根据权利要求14所述的方法,其中,所述道具图鉴页面中包括图鉴总览控件;所述方法还包括:响应针对所述图鉴总览控件的触发操作,在所述道具图鉴页面显示预设范围内道具组的封面、道具组名称和道具持有进度;显示所述当前游戏账户持有的道具组数量,以及所述预设范围内的道具组数量。
- 根据权利要求14所述的方法,其中,所述方法还包括:响应针对所述道具图鉴页面中第二道具组的触发操作,显示所述第二道具组包括的多个道具的道具标识,以及持有进度条;其中,针对所述多个道具中所述当前游戏账户的已持有道具,以第五显示格式显示所述已持有道具的道具标识;针对所述多个道具中所述当前游戏账户的未持有道具,以第六显示格式显示所述未持有道具的道具标识;所述持有进度条用于显示:所述第二道具组的已持有道具的道具数量,以及所述第二道具组的道具总数量。
- 根据权利要求18所述的方法,其中,所述方法还包括:响应针对所述道具图鉴页面中第二道具组的触发操作,显示所述第二道具组的奖励道具的道具标识,以及所述奖励道具的持有状态;其中,如果所述奖励道具包括多个,多个所述奖励道具的道具标识可切换显示。
- 一种游戏的交互控制装置,其中,通过终端设备提供一图形用户界面,所述图形用户界面中包括多种道具类别控件;所述道具类别控件用于:提供对应类别的备选道具;所述装置包括:第一显示模块,用于响应针对所述多种道具类别控件中装扮控件的触发操作,显示多种装扮类别控件;所述装扮类别控件用于:提供对应类别的装扮道具;第二显示模块,用于响应针对所述多种装扮类别控件中第一类别控件的触发操作,显示所述第一类别控件对应的备选装扮道具以及待装扮的虚拟对象;穿戴控制模块,用于响应针对所述备选装扮道具中第一道具的选中操作,控制所述虚拟对象穿戴所述第一道具;第三显示模块,用于确定所述第一道具属于第一套装中的套装部件,显示所述第一道具所属的所述第一套装的持有进度;其中,所述持有进度用于指示:当前游戏账户针对所述第一套装中套装部件的持有状态。
- 一种电子设备,其中,包括处理器和存储器,所述存储器存储有能够被所述处理器执行的机器可执行指令,所述处理器执行所述机器可执行指令以实现权利要求1-19任一项所述的游戏的交互控制方法。
- 一种机器可读存储介质,其中,所述机器可读存储介质存储有机器可执行指令,所述机器可执行指令在被处理器调用和执行时,所述机器可执行指令促使所述处理器实现权利要求1-19任一项所述的游戏的交互控制方法。
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