Game interaction control method and device, equipment and medium

By displaying territories and combat targets in a board-based war game, players can select and control target territories and combat targets, solving the problem of low participation in existing technologies, achieving game interaction that is more in line with the logic of war, and improving the game experience.

CN114307129BActive Publication Date: 2026-03-27SHANGHAI MIHAYOULIYUE TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-10-12
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

In existing board-based war games, players cannot control specific combat targets, resulting in low participation during game interaction. Furthermore, the operation logic does not match the actual war deployment logic, thus affecting the game experience.

Method used

The game scene interface displays the player's existing land plots and areas to be attacked, receives player clicks to confirm selected land plots, reads land plot status information and displays combat targets, allows players to select target land plots and combat targets, controls the target combat targets to execute operation strategies and presents animations.

Benefits of technology

It increases player engagement in the game, makes the game interaction process more in line with the logic of actual war deployment, and enhances the game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses a game interaction control method, device, equipment and medium. The method comprises the following steps: after starting a game, a game scene interface is displayed, which comprises an existing land area possessed by a game player and a land area to be occupied; a click operation of the game player on the existing land area is received, and a current selected land area associated with the click operation is determined; current state information of the current selected land area is read and current state display is performed, wherein the current state information comprises a current battle object display table possessed by the current selected land area; a target land area selected by the game player is determined, and an operation strategy of a selected target battle object relative to the target land area is determined, wherein the target battle object is contained in the current battle object display table; and each target battle object is controlled to perform the operation strategy and present a corresponding animation. By using the method, the implementation process of game interaction is more in line with actual war control logic, the participation of the player in the whole game is improved, and the game experience of the player for the game is improved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of game design, and particularly relates to a game interaction control method and device, equipment and a medium. BACKGROUND

[0002] With the rapid development of the information age, the improvement of the configuration of terminal devices such as computers, tablets and mobile phones, the game industry has also been greatly improved. At present, major game manufacturers have developed different types of game applications, such as chessboard war games. For chessboard war games, it can be equivalent to a type of wisdom game that places players in a god's perspective and participates in it, and players achieve the wisdom game of occupying a certain target or territory by controlling or commanding the available resources such as equipment or soldiers they have in the game.

[0003] Generally, in the chessboard war game, the area to be contended in the game scene is usually displayed in the form of a plot, and the player will realize the contention for the area to be contended in the game by occupying a single plot. In the existing chessboard war game, when the player occupies the plot, the player only needs to select the target plot to be occupied, and the selected target plot can only be the plot adjacent to the area occupied by the player. After the player triggers the occupation button, the game scene will directly present the animation scene of the batch of soldiers belonging to the player rushing to the target plot and fighting with the enemy soldiers in the target plot, and finally present the picture of the soldiers belonging to the player defeating the enemy soldiers to occupy the target plot, or the picture of being defeated by the enemy soldiers and failing to occupy successfully.

[0004] The fighting scene in the above game interaction process is mainly presented in a global perspective, and only the picture of the two parties of soldiers fighting with each other can be presented in this perspective, and the player cannot control the information of the soldiers participating in the fighting. At the same time, in this process, the player only participates in the selection of the target plot and the starting operation of the occupation button, and the player's participation in the whole process is not high. Moreover, the operation logic of the target plot occupation in the game interaction process is different from the actual war control logic, for example, the game player does not need to select the fighting force, and after selecting the target plot, the war is directly started, which affects the game experience of the player on this type of game. SUMMARY

[0005] Therefore, the embodiments of the present application provide a game interaction control method, device, equipment and medium to improve the game experience of the player on the game through different interaction operations from the existing game interaction.

[0006] In a first aspect, the embodiments of the present application provide a game interaction control method, comprising:

[0007] displaying a game scene interface after starting the game, wherein the game scene interface includes an existing plot area and a plot area to be occupied which are possessed by a game player;

[0008] receive a click operation of the game player on the existing plot area, and determine a current selected plot associated with the click operation;

[0009] read current state information of the current selected plot and perform current state display, wherein the displayed current state includes a current battle object display table possessed by the current selected plot;

[0010] determine a target plot selected by the game player, and determine an operation strategy of a selected target battle object relative to the target plot, wherein the target battle object is included in the current battle object display table;

[0011] control each of the target battle objects to execute the operation strategy and present corresponding animations.

[0012] In a second aspect, an embodiment of the present application provides a game interaction control device, which comprises:

[0013] a scene display module, configured to display a game scene interface after starting a game, wherein the game scene interface includes an existing plot area and a plot area to be occupied possessed by a game player;

[0014] a first receiving module, configured to receive a click operation of the game player on the existing plot area, and determine a current selected plot associated with the click operation;

[0015] an information display module, configured to read current state information of the current selected plot and perform current state display, wherein the displayed current state includes a current battle object display table possessed by the current selected plot;

[0016] a first determining module, configured to determine a target plot selected by the game player;

[0017] a second determining module, configured to determine an operation strategy of a selected target battle object relative to the target plot, wherein the target battle object is included in the current battle object display table;

[0018] an operation control module, configured to control each of the target battle objects to execute the operation strategy and present corresponding animations.

[0019] In a third aspect, an embodiment of the present application further provides a computer device, which comprises:

[0020] a memory and one or more processors;

[0021] the memory is configured to store one or more programs;

[0022] When the one or more programs are executed by the one or more processors, the one or more processors implement the game interaction control method as described in the first aspect above.

[0023] In a fourth aspect, the embodiments of the present application further provide a storage medium containing computer executable instructions, which, when executed by a computer processor, are used to execute the game interaction control method as described in the first aspect.

[0024] The game interaction control method, device, equipment and medium provided above first display a game scene picture after the game is started, the game scene picture contains an existing plot area and a plot area to be occupied of a game player, then a click operation of the game player on the existing plot area is received, a current selected plot associated with the click operation is determined, then current state information of the current selected plot is read and the current state is displayed, the current state includes a current battle object display table possessed by the current selected plot; then a target plot selected by the game player is determined, and an operation strategy of a target battle object selected from the current battle object display table relative to the target plot is determined, finally, the target battle object is controlled to execute the operation strategy and corresponding animation is presented. The technical solution of the embodiment above can provide a game interaction interface for the player, so that the player can select a selected plot which can display troop (battle object) information from the existing area and select any target plot in the game interface, so that the target battle object selected by the player in the selected plot can be controlled to move or attack the target plot and corresponding animation is presented during the game running. The implementation process of the game interaction is more in line with the actual war control logic, the participation of the player in the whole game is improved, and the game experience of the player for the game is improved. BRIEF DESCRIPTION OF DRAWINGS

[0025] Other features, objects and advantages of the present application will become more apparent from the following detailed description of non-limiting embodiments thereof, read in conjunction with the accompanying drawings:

[0026] Figure 1 A flowchart of a game interaction control method provided by the embodiment one of the present application is given;

[0027] Figure 1 a A display example diagram of a game scene interface in the game interaction control method provided by the embodiment one of the present application is given;

[0028] Figure 1 b A display example diagram of a current selected plot in the game interaction control method provided by the embodiment one of the present application is given;

[0029] Figure 1 c A display example diagram of a selected target battle object in the game interaction control method provided by the embodiment is given;

[0030] Figure 2 A flowchart of a game interaction control method provided by the second embodiment of the application is given.

[0031] Figure 2a A presentation effect diagram of a land dragging arrow in the game interaction control method provided by the second embodiment of the application is given.

[0032] Figure 2b And Figure 2c Effect display diagrams of attack analysis results in the game interaction control method provided by the second embodiment of the application are respectively given.

[0033] Figure 3 A structural block diagram of a game interaction control device provided by the third embodiment of the application is given.

[0034] Figure 4 A structural diagram of a computer device provided by the fourth embodiment of the application is given. DETAILED DESCRIPTION

[0035] To make the objectives, technical solutions and advantages of the present application clearer, the following will further describe the embodiments of the present application with reference to the accompanying drawings. It should be noted that the described embodiments are only some of the embodiments of the present application, but not all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative labor fall within the scope of protection of the present application.

[0036] In the following description, identical numbers in different drawings represent the same or similar elements unless otherwise indicated. The implementations described in the following exemplary embodiments are not meant to represent all implementations consistent with the present application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of the present application as detailed in the appended claims.

[0037] In the description of the present application, it should be understood that the terms "first", "second", "third", etc. are only used to distinguish similar objects, and do not necessarily mean a specific order or sequence, nor can they be understood as indicating or implying relative importance. For those skilled in the art, the specific meanings of the above terms in the present application can be understood according to the specific circumstances. In addition, in the description of the present application, "multiple" means two or more, unless otherwise specified. "And / or", which describes the association between objects, means that there can be three relationships, for example, A and / or B can mean that there are three cases of A alone, A and B together, and B alone. The character " / " generally represents an "or" relationship between the associated objects before and after it.

[0038] Embodiment One

[0039] Figure 1 A flowchart of a game interaction control method provided by Embodiment One of the present application is given, which is applicable to the case of controlling game interaction after game start. The method can be executed by a computer device capable of receiving operation request triggered by a player and supporting operation request calculation processing, which can be composed of two or more physical entities or one physical entity.

[0040] It should be noted that the game interaction control method provided in the embodiment can be considered to be realized by the cooperation of a front-end module providing a human-computer interaction interface and performing screen presentation and a back-end module having processing calculation function. The front-end module and the back-end module can be integrated in one computer device or in different computer devices. The game interaction control method provided in the embodiment can be specifically applicable to a chessboard type war game. In such a game scenario, the display area in the game interface can be displayed in the form of horizontally and vertically regular blocks of the same size. This display form can be realized by means of collision box, pixel range determination and mathematical calculation. The embodiment can preferably adopt the collision box mode to realize it.

[0041] As shown in Figure 1 , the game interaction control method provided by Embodiment One of the present application specifically includes the following operations:

[0042] S101, after game start, a game scenario interface is displayed, which includes an existing block area possessed by a game player and a block area to be attacked.

[0043] In the embodiment, the game scenario interface can be equivalent to a human-computer interaction interface for game player to perform game control and realize interaction with the game. Exemplarily, the operation mode of the game player in the game scenario interface can be touch operation or input operation with the aid of an external input device such as a mouse or a keyboard. The specific operation can be click operation and drag operation, etc.

[0044] In the embodiment, the game scenario interface can be considered as the interface presented after the player logs in the corresponding account. Considering that the game type to which the embodiment is applicable is a chessboard type war, the game scenario interface includes an existing block area possessed by the game player at the current game node and a block area to be attacked. The existing block area can be considered to include a block set of blocks currently owned by the game player. The force owned by the game player can be moved in the existing block area. The block area to be attacked can be considered as a block area that can be attacked and occupied by the game player.

[0045] Exemplarily, Figure 1 aAn example of a game scene interface display in the game interaction control method provided by Embodiment One of the present application is shown in Figure 1. As shown in Figure 1, the first area 10 highlighted in the scene interface corresponds to the existing plot area possessed by the player under the current game interface. The areas outside the first area 10 in the scene interface can be regarded as areas to be occupied. Figure 1 a

[0046] S102, receiving a click operation of the game player on the existing plot area, and determining the current selected plot associated with the click operation.

[0047] In this embodiment, after the game scene interface is presented, the player can first select a plot in the existing plot area. The plot selection can be realized by a click operation on a plot in the existing plot area. In this step, a click operation of the game player on any plot in the existing plot area can be received, and the associated plot can be determined as the current selected plot of the game player by analyzing the click operation.

[0048] S103, reading the current state information of the current selected plot and presenting the current state, wherein the current state includes a current combat object display table possessed by the current selected plot.

[0049] In this embodiment, considering that the plots are divided and presented in the form of collision boxes, the collision box method can be used to know the information that each plot can have at different times. The current state information can correspond to the information possessed by the current selected plot when it is clicked by the game player. The current state information at least includes the force information possessed by the current selected plot when it is clicked. The force used by the game player for combat is referred to as a combat object. In addition, the current state information can also include information such as buildings, mines, decorations, camps, and national border segments in the plot.

[0050] Specifically, after the current selected plot is determined by the above steps, the current state information possessed by the current selected plot when it is selected by the game player through a click operation can be directly read in this step. The current state of the current selected plot corresponding to the current state information can be presented based on the read current state information. The current combat object display table is included in the presented current state.

[0051] In this embodiment, the combat objects used by the game player for combat can be divided into different combat object teams according to different types of troops or different combat equipment carried. When the current state information is presented in this step, the different combat object teams can be listed, thereby forming a current combat object display table including different combat object teams.

[0052] For example,​Figure 1 b An example of the display of the currently selected plot in the game interaction control method provided by Embodiment One of the present application is shown in FIG. 1. As shown in FIG. 1, Figure 1 b Figure 1 b The main base shown in FIG. 1 corresponds to the currently selected plot 11 selected by the game player through a clicking operation; the battle objects included in the currently selected plot 11 are also grouped according to different battle object types and form a currently displayed battle object display list 12, which can be displayed. As can be seen, the currently displayed battle object display list 12 includes four groups of battle object information, and each group of battle object information also includes the actual number of battle objects.

[0053] S104, determining the target plot selected by the game player, and determining the operation strategy of the selected target battle object relative to the target plot, wherein the target battle object is contained in the currently displayed battle object display list.

[0054] This step can be understood as a response step to the selection operation of the target plot by the game player in the game scene interface. Through this step, the actual plot corresponding to the selection operation of the game player in the game scene interface can be determined, and the plot can be determined as the target plot.

[0055] In this embodiment, the target plot can be specifically understood as the plot that the game player expects the battle objects in the currently selected plot to reach. In this embodiment, the battle objects in the target plot that the game player expects to reach can be denoted as target battle objects, and the target battle objects can be selected from the currently displayed battle object display list in advance. For example, the game player can select all the battle objects in the display list as target battle objects, or can select part of the battle objects as target battle objects. In addition, this embodiment can also default that all the battle objects in the currently displayed battle object display list are target battle objects.

[0056] In this embodiment, after determining the target plot and the target battle object, in order to achieve the target battle object reaching the target plot, the operation strategy of the target battle object to the target plot also needs to be determined through this step. Specifically, this step can determine the operation strategy of the target battle object relative to the target plot by considering the adjacent relationship between the target plot and the currently selected plot, and whether the target plot also belongs to the existing plot area, etc.

[0057] It should be noted that this step can determine different operation strategies by some attribute information (such as coordinate position, belonging region, etc.) possessed by the target plot. Preferably, the operation strategy of the target battle object relative to the target plot can include the movement of the target battle object to the target plot, or the attack of the target battle object to the target plot, etc.

[0058] ​S105, control each of the target combat objects to execute the operation strategy and present corresponding animation.

[0059] In the embodiment, after determining the operation strategy of how the target combat objects reach the target plot through the above steps, the step can control the target combat objects to execute according to the operation strategy and present corresponding animation.

[0060] It can be known that the implementation process of the game interaction control method provided in the embodiment is actually equivalent to the process of dispatching the combat objects of the game player to finally reach the target plot, and in the process, the game player participates in the determination of the source of the combat objects to be dispatched (for example, the combat objects exist in the current selected plot selected by the game player) and the selection of any target plot (the target plot can exist in the existing plot area or in the plot area to be occupied, and does not need to be adjacent to the current selected plot).

[0061] Based on the above description, in the embodiment, the combat objects that can be dispatched by the game player for interaction control can be regarded as soldiers equipped with remote shooting equipment, and the remote shooting equipment can be understood as guns, shells, and other equipment that can attack remotely.

[0062] Meanwhile, the embodiment can set that each combat object has a default energy value for determining whether it can continue to fight, and the energy value of a combat object can be directly proportional to the ammunition of the remote shooting equipment it is equipped with. For example, when a combat object continuously shoots and consumes the ammunition, it can be considered that the combat object does not have the fighting ability when the ammunition is 0, and at this time, the energy value of the combat object is considered to be 0.

[0063] In addition, when the target combat objects execute the corresponding operation strategy through the above S105, the movement animation of the target combat objects or the combat animation of the target combat objects and the enemy soldiers in the presented animation can be included. Preferably, when the presented animation is a combat animation, the combat animation can include the following pictures: the attack between the combat objects through the equipped remote shooting equipment, and the combat objects disappearing after the energy value is 0. That is, the mutual shooting between the target combat objects and the combat objects owned by the enemy, or the attack of one party to the other party; the energy value of the combat object decreases in the combat, and when it decreases to 0, the combat object is considered to be dead, and the combat object can be controlled to disappear from the picture.

[0064] The game interaction control method provided by the embodiment one of the present application can provide a game interaction interface for a player, so that the player can click and select a selected plot capable of displaying force (battle object) information from an existing area and select an arbitrary target plot in a game interface, so that the player can control the target battle object selected by the player in the selected plot to move to the target plot or attack the target plot and present a corresponding animation during game running. The implementation process of the game interaction is more in line with actual war control logic, improves the participation of the player in the whole game, and further improves the game experience of the player for the game.

[0065] As an optional embodiment of the present application, in the optional embodiment, the determination of the target plot selected by the game player can be further optimized on the basis of the above-mentioned embodiments. If the selection operation of the game player in the current battle object display table is monitored, the battle object associated with the selection operation is determined as the target battle object; otherwise, all battle objects in the current battle object display table are determined as the target battle object.

[0066] In the optional embodiment, the interaction implementation of selecting the target battle object from the current battle object display table is specifically given.

[0067] Specifically, the steps in the optional embodiment can be performed before the target plot is determined. First, the game player can perform a selection operation in the current battle object display table. The present embodiment can monitor the selection operation, and the battle object associated with the selection operation can be directly determined as the target battle object. In addition, when the target plot selection operation triggered by the game player has been received, but the selection operation of the target battle object is not monitored, the present embodiment can directly default all battle objects in the current battle object display table as the target battle object.

[0068] It can be understood that the game player can select any group of battle objects in the current battle object display table. The present embodiment can highlight which group of battle objects is selected by the game player.

[0069] Figure 1 c An example diagram of the display of the selected target battle object in the game interaction control method provided by the present embodiment is given, as shown in Figure 1 c As shown in the figure, the game player selects the battle objects in the two battle object groups with group numbers 1 and 2 in the current battle object display table 12 as the target battle objects 121.

[0070] In the specific game interaction process, when the game player only selects the battle objects in the battle object groups with group numbers 1 and 2 as target battle objects, the battle object groups with group numbers 1 and 2 in the current battle object display table 12 are presented in a highlighted state, and the remaining battle object groups are in a dimmed state.

[0071] The optional embodiment provides an interactive interface for the game player to select battle objects, so that the game player can select appropriate battle objects to participate in the battle according to actual conditions when the game player has a battle demand, thereby enhancing the participation of the game player in the board-type battle game and improving the game experience of the game player.

[0072] Embodiment Two

[0073] Figure 2 A flowchart of a game interaction control method provided by the embodiment two of the application is given, and the embodiment is optimized based on the above-described embodiment. In the embodiment, the determination of the target plot selected by the game player is further specified as follows: receiving the pressing and dragging operations of the game player on the current selected plot and continuously listening to the pressing and dragging operations; when the dragging operation stops and the pressing event ends, determining the cursor position currently corresponding to the dragging cursor; and determining the plot where the cursor position is located as the target plot.

[0074] Meanwhile, the operation strategy of the selected target battle object relative to the target plot is further specified as follows: if the target plot is adjacent to the current selected plot, the set adjacent movement strategy is determined as the operation strategy of each target battle object relative to the target plot; otherwise, a movement path of the current selected plot to the target plot is planned, and the to-be-passed plots through which the movement path passes are determined; and according to each to-be-passed plot and the target plot, the operation strategy of each target battle object relative to the target plot is determined.

[0075] As shown in Figure 2 The game interaction control method provided by the embodiment two of the application specifically includes the following operations:

[0076] S201, displaying a game scene interface after starting a game, the game scene interface including an existing plot area possessed by a game player and a to-be-occupied plot area.

[0077] S202, receiving a clicking operation of the game player on the existing plot area, and determining a current selected plot associated with the clicking operation.

[0078] S203, read the current state information of the current selected land and perform current state display, the displayed current state including a current battle object display table possessed by the current selected land.

[0079] The above steps of the embodiment realize determination of the current selected land and presentation of the current battle object display table corresponding to the current selected land through interaction with the game player.

[0080] It can be understood that before the following steps are performed, if a selection operation of the game player in the current battle object display table is monitored, the target battle object selected by the game player can be determined, and if the selection operation is not monitored when the following steps are performed, it can be defaulted that the game player selects all the battle objects in the current selected land as the target battle objects.

[0081] S204, receiving the pressing and dragging operation of the game player on the current selected land and continuously monitoring the pressing and dragging operation.

[0082] After the game player selects the current selected land through the clicking operation and the related information is displayed, the embodiment can also provide an interactive interface for the game player to select the target land, so that the game player selects the target land. In the embodiment, the operation of the game player to trigger the selection of the target land is to operate the current selected land again, and the operation includes pressing and dragging the current selected land.

[0083] The pressing and dragging operation can be received, and the pressing and dragging operation can be continuously monitored to determine which land is selected by the game player as the target land.

[0084] S205, when the dragging operation stops and the pressing event ends, determining the cursor position currently corresponding to the dragging cursor.

[0085] In the embodiment, the pressing and dragging of the game player on the current selected land can be realized by a mouse, a stylus or touch. For example, when the pressing and dragging operation is performed by a mouse, the corresponding mouse cursor point in the interface (which can not be directly presented in the interface) is recorded as the dragging cursor. When the pressing and dragging operation is performed by a stylus, the corresponding position point of the stylus in the interface is recorded as the dragging cursor. When the pressing and dragging operation is performed by touch, the corresponding movement point of the finger in the interface is recorded as the dragging cursor.

[0086] The cursor position corresponding to the dragging cursor at this moment can be determined when the dragging operation stops and the pressing event ends.

[0087] S206, determine the plot where the cursor position is located as a target plot.

[0088] This step determines the cursor position determined when the above conditions are met as the position of the target plot selected by the game player, so that the plot corresponding to the cursor position can be determined as the target plot.

[0089] After the above implementation of the target plot selection in the embodiment, the determination of the target combat object relative to the target plot is realized through the following S207 to S210. It should be noted that there are many logical implementation ways for the operation strategy determination in the embodiment, and the logical implementation way of the following S207 to S210 is not limited. The determined strategy can only realize that the target combat object finally reaches the target plot. Preferably, the specific description of one of the logical implementation ways is given in the following embodiment.

[0090] S207, determine whether the target plot and the current selected plot are adjacent, if yes, execute S208; if not, execute S209.

[0091] In the embodiment, after the target plot is determined, it can be determined whether the target plot and the current selected plot are adjacent through the coordinate positions of the two plots. If they are adjacent, S208 can be executed; if they are not adjacent, S209 needs to be executed.

[0092] S208, determine the preset adjacent movement strategy as the operation strategy of each target combat object relative to the target plot.

[0093] When the execution condition of the step is met, that is, the target plot and the current selected plot are adjacent, the operation strategy of the target combat object relative to the target plot can be determined through the step, and the preset adjacent movement strategy is determined as the operation strategy in the step.

[0094] S209, plan a moving path of the current selected plot to the target plot, and determine the to-be-passed plots through by the moving path.

[0095] When the execution condition of the step is met, that is, the target plot and the current selected plot are not adjacent, the operation strategy of the target combat object relative to the target plot can be determined through the step. Specifically, the moving path of the current selected plot to the target plot can be planned through the shortest path algorithm or the optimal path selection algorithm. Then, it can be obtained which plots in the game scene interface are passed through by the moving path, and the passed plots are recorded as to-be-passed plots.

[0096] It can be understood that, in order to better show the visual effect of the game, the embodiment can present the determined moving path in the game scene interface in real time after determining the moving path through the step, so that the game player knows the path of the target combat object to the target plot.

[0097] S210, according to each of the to-be-passed plot and the target plot, determine the operation strategy of each of the target combat objects relative to the target plot.

[0098] This step can determine the operation strategy that the target combat object should adopt for the target plot through the plot attribute information of each to-be-passed plot and the target plot after determining the to-be-passed plot. For example, in the implementation of this step, the corresponding plot attribute information of each to-be-passed plot and the target plot can be used to determine to which region these plots belong, and finally the specific operation strategy can be determined according to the region to which these plots belong.

[0099] Further, the embodiment can determine the operation strategy of each of the target combat objects relative to the target plot according to each of the to-be-passed plot and the target plot as follows:

[0100] If each of the to-be-passed plot and the target plot belongs to the existing plot region, the set cross-moving strategy is determined as the operation strategy of each of the target combat objects relative to the target plot.

[0101] If there is a to-be-occupied plot belonging to the to-be-occupied plot region in each of the to-be-passed plot and the target plot, the dynamic control of moving each of the target combat objects is determined as the operation strategy of each of the target combat objects relative to the target plot.

[0102] As a preferred solution of the above S210, in the implementation of the preferred embodiment, it can be determined whether all to-be-passed plots and target plots belong to the existing plot region. If they belong to the existing plot region, the target combat object does not need to fight and can move directly to the target plot. At this time, the embodiment can directly use the pre-set cross-moving strategy as the operation strategy of the target combat object relative to the target plot.

[0103] However, as a battle type game, it is common in the game scene that there is a to-be-occupied plot belonging to the to-be-occupied plot region in the to-be-passed plot and the target plot. In this game scene, the target combat object needs to be dynamically controlled to reach the final target plot in real time. The embodiment determines the dynamic control of moving each of the target combat objects as the operation strategy of each of the target combat objects relative to the target plot.

[0104] It should be noted that the logical implementation of the above S207 to S210 operation strategy determination is only one of them; at the same time, the embodiment first carries out the type determination of the type of the battle object, and then carries out the adjacent determination of whether the block is adjacent, and then carries out the attack determination of whether the target block needs to carry out the attack battle, and finally carries out the path planning determination of reaching the target block, which is also a logical implementation of the operation strategy determination. In addition, the embodiment first carries out the path planning determination, and then carries out the determination of whether the block is adjacent, and finally carries out the attack determination of whether to attack in the moving process, and how the battle objects of different types should fight can also be used as a logical implementation.

[0105] In summary, when determining the operation strategy, the embodiment only needs to include path determination, adjacent determination, type determination and attack determination, and the embodiment does not specifically limit the order of various determination logics.

[0106] S211, control each target battle object to execute the operation strategy and present corresponding animation.

[0107] In the embodiment, after determining the operation strategy of the target battle object relative to the target block by the above method, different controls can be performed on the target battle object to the target block according to the determined operation strategy, and game animations corresponding to the control execution can be presented in real time.

[0108] For the different control implementations of the target battle object relative to different operation strategies in this step, there is a preferred control method as follows.

[0109] Based on the above embodiment, as one of the preferred embodiments, when the operation strategy is a set adjacent movement strategy, the control of each target battle object executing the operation strategy and presenting corresponding animation can be embodied as:

[0110] If the target block belongs to the existing block area, control each target battle object to execute the operation of moving from the current selected block to the target block, and present a first moving animation;

[0111] If the target block belongs to the to-be-occupied block area, control each target battle object to move to the adjacent boundary area in the current selected block, and after reaching the adjacent boundary area, control each target battle object to launch a battle to the target block and present a first battle animation;

[0112] Wherein, the adjacent boundary area is determined based on the adjacent edge of the current selected block and the target block.

[0113] The above preferred embodiment corresponds to the specific control implementation of the target battle object when the operation strategy is the abutment moving strategy, in which different moving control is implemented on the target battle object through the determination of the region to which the target plot belongs. When the target plot is adjacent to the currently selected plot and the target plot also belongs to the existing plot region, the target battle object can be directly controlled to move from the currently selected plot to the target plot, and the first moving animation of the target battle object is presented in real time.

[0114] Meanwhile, when the target plot is adjacent to the currently selected plot but belongs to the region to be occupied, the target plot is regarded as a plot to be occupied by the target battle object. In this case, the control strategy executed first includes the determination of the battle region in which the target plot is located and the attack launched by the target battle object in the battle region to the target plot. In this embodiment, the battle region in which the target plot is located is recorded as an abutment boundary region, which can be determined based on the abutment edge of the currently selected plot and the target plot.

[0115] For example, after the abutment edge of the currently selected plot and the target plot is obtained, the abutment edge is extended by a certain distance value from the currently selected plot, thereby forming the abutment boundary region in the currently selected plot. In this preferred embodiment, the target battle object can be first controlled to move to the abutment boundary region after the abutment boundary region is determined, and the moving process is also presented in the form of animation in real time. After moving into the abutment boundary region, the target battle object can be controlled to attack the target plot, thereby presenting the first battle animation of the mutual attack between the target battle object and the original battle object in the target plot.

[0116] As another preferred embodiment, when the operation strategy is the crossing moving strategy, the control of the target battle object to execute the operation strategy and present the corresponding animation is embodied as: controlling each target battle object to move from the currently selected plot to the target plot through each plot to be passed along the moving path, and presenting the second moving animation.

[0117] The above preferred embodiment corresponds to the specific control implementation of the target battle object when the operation strategy is the crossing moving strategy, in which after it is determined that each plot to be passed and the target plot belong to the existing plot region, the target battle object can be directly controlled to move from the currently selected plot to the target plot through each plot to be passed along the moving path, and the second moving animation of the target battle object in the process can be presented.

[0118] The following preferred embodiments correspond to the specific control implementation when the operation strategy is to dynamically control the target battle objects. The dynamic control of the target battle objects can be understood as the control of the process of the target battle objects reaching the target plot.

[0119] Specifically, as another preferred embodiment, when the operation strategy is to dynamically control the movement of the target battle objects, the embodiment can be embodied as:

[0120] a. Determine the to-be-occupied plots in the to-be-passed plots and the target plots.

[0121] Firstly, by this step, each plot belonging to the to-be-occupied plot region in the to-be-passed plots and the target plots can be regarded as a to-be-occupied plot. Based on the division and design principles of each plot, the plot coordinates of each to-be-occupied plot in the game scene can be directly obtained.

[0122] At the same time, it can be understood that the target battle objects selected by the game player can be multiple, and the multiple target battle objects can be divided into different battle object small teams, that is, the multiple target battle objects can belong to soldiers equipped with different long-range shooting equipment. Because the attack power or power of different long-range shooting equipment is different, it can be considered that the attack attribute information possessed by different target battle objects is also different.

[0123] Therefore, this optional embodiment needs to control each of the following steps for each target battle object to implement the matched movement operation or attack operation according to the different attack attribute information possessed by the target battle object.

[0124] b. For each target battle object, according to the attack attribute information of the target battle object, determine the to-be-occupied plot corresponding attack boundary region, and form an attack boundary region set in the moving path forward order.

[0125] In this step, the attack attribute information can be understood as information identifying the attack performance of the battle object, and the attack performance at least includes the farthest attack distance of the long-range shooting equipment equipped by the battle object. In this step, the attack attribute information can be used to determine the corresponding attack region of the target battle object when performing the battle operation in the process of advancing to the target plot. This embodiment is recorded as the attack boundary region, and the target battle object can attack in the attack boundary region. It can be known that when there are multiple to-be-occupied plots in the to-be-passed plots and the target plots, there is an attack boundary region for the target battle object relative to each to-be-occupied plot in the process of the target battle object advancing from the current selected plot to the target plot.

[0126] The target battle object can be determined relative to each of the to-be-occupied plots, and each of the occupation boundary regions can be added to the occupation boundary region set, and each of the occupation boundary regions in the occupation boundary region set is arranged according to the advancing order of the moving path.

[0127] For the determination of the occupation boundary region, the attack distance in the attack attribute information corresponding to the target battle object can be considered, and the interval distance between the current position of the target battle object and the to-be-occupied plot can be considered, and then an occupation boundary point can be determined according to the distance difference between the attack distance and the interval distance, and finally the occupation boundary region corresponding to the to-be-occupied plot can be formed based on the occupation boundary point.

[0128] In the embodiment, the determination of the occupation boundary region corresponding to each of the to-be-occupied plots according to the attack attribute information of the target battle object in step b can be further specified as:

[0129] b1, obtaining the attack distance value in the attack attribute information possessed by the target battle object, and determining the interval distance value between the target battle object and each of the plot coordinate positions.

[0130] The target battle object can be considered as each battle object selected by a game player in the current battle object display table. The step is mainly used for information acquisition and determination, and the attack distance value in the attack attribute information possessed by the target battle object can be obtained, and then the interval distance value between the target battle object and each of the to-be-occupied plots can be determined based on the coordinate position of the target battle object and the plot coordinate position of each of the to-be-occupied plots.

[0131] b2, determining the occupation boundary coordinates of the target battle object relative to each of the to-be-occupied plots according to the distance difference between each of the interval distance values and the attack distance value.

[0132] It should be noted that the distance difference between the interval distance value and the attack distance value has a positive and negative sign by default. When the interval distance value is less than the attack distance value, the obtained distance difference value is negative. The positive and negative signs indicate a moving direction of the target battle object. When the distance difference value is negative, the coordinate point at a distance of the distance difference value from the coordinate position of the target battle object can be determined in the opposite direction of the line connecting the target battle object and the to-be-occupied plot, and the coordinate point is taken as the occupation boundary coordinate of the target battle object relative to the to-be-occupied plot. When the distance difference value is positive, the coordinate point at a distance of the distance difference value from the coordinate position of the target battle object can be determined in the positive direction of the line connecting the target battle object and the to-be-occupied plot, and the coordinate point is taken as the occupation boundary coordinate of the target battle object relative to the to-be-occupied plot.

[0133] The target battle object can be determined according to the above operation.

[0134] b3, forming an occupation boundary area corresponding to each of the to-be-occupied land blocks based on the occupation boundary coordinates.

[0135] After the occupation boundary coordinates are determined, a region of a set size can be formed with the occupation boundary coordinates as the center to form an occupation boundary area of the target battle object relative to each of the to-be-occupied land blocks.

[0136] c, sequentially selecting one of the occupation boundary areas in the occupation boundary area set as a current occupation boundary area.

[0137] After the occupation boundary area set containing the corresponding occupation boundary area of each to-be-occupied land block is determined for the target battle object in step b, one of the occupation boundary areas in the occupation boundary area set can be sequentially selected as the current occupation boundary area. For example, the first occupation boundary area in the occupation boundary area set is selected as the current occupation boundary area.

[0138] d, controlling the target battle object to move from the current position to the current occupation boundary area and presenting a third moving animation.

[0139] After the current occupation boundary area is determined in the above step, the target battle object can be controlled to move to the current occupation boundary area in this step, and the third moving animation can be presented in real time.

[0140] e, when the target battle object reaches the current occupation boundary area and the corresponding target to-be-occupied land block is not occupied, controlling the target battle object to launch an attack on the target to-be-occupied land block and presenting a second battle animation.

[0141] In this embodiment, the to-be-occupied land block corresponding to the current occupation boundary area is referred to as the target to-be-occupied land block. In this step, it can be determined whether the target battle object has reached the current occupation boundary area. Then, it can be determined whether the target to-be-occupied land block has been occupied. If the target to-be-occupied land block has not been occupied, the target battle object can be controlled to launch an attack on the target to-be-occupied land block, and a second battle animation of the attack can be presented in real time. If the target to-be-occupied land block has been occupied, step f can be performed.

[0142] In this embodiment, it can be determined whether the target to-be-occupied land block has been occupied by determining whether the target to-be-occupied land block has been incorporated into an existing land block area.

[0143] f. When the target combat object is in the current capture boundary area and the target territory to be captured has been captured, determine whether the current capture boundary area is the last capture boundary area. If yes, proceed to step g; otherwise, return to step c.

[0144] This step can further determine whether the current capture boundary area is the last capture boundary area in the set of capture boundary areas when the target territory has been captured. If so, it means that there are no more target territories to be captured during the target's journey from its current location to the target territory, and step g can be executed. If not, it means that there are still target territories to be captured during the target's journey from its current location to the target territory, and in this case, it is necessary to return to step c and execute the above operation again.

[0145] g. Control the target combat object to move from its current location to the target plot, and present the fourth movement animation.

[0146] This step allows you to directly control the target combat object to move to the target tile when there are no tiles to be captured while the target combat object is moving from its current location to the target tile. During this process, a fourth movement animation is also presented in real time.

[0147] Based on the above preferred embodiments, this embodiment can also perform the operation of merging the captured plot of land into the existing plot area after the plot of land to be captured or the target plot of land is captured.

[0148] Understandably, after the aforementioned unconquered plots are captured, in order to better carry out subsequent operations, it is necessary to further execute the operation of merging the captured unconquered plots into the existing plot area.

[0149] This invention provides a game interaction control method in Embodiment 2, which specifies the implementation of target plot selection interaction and the determination of the operation strategy required for the selected target combat object to reach the selected target plot. It also provides the specific implementation process of the target combat object moving to the target plot under different operation strategies. Using this method, game players are provided with an interaction interface for selecting target combat objects, an interaction interface for selecting any target plot, and different operation strategy settings for moving to the selected target plot. This game interaction implementation process is more consistent with actual war deployment logic, while increasing player participation throughout the game, thereby enhancing the player's gaming experience.

[0150] As an optional embodiment of the second embodiment of the present application, the optional embodiment can further optimize the following operation after receiving the pressing and dragging operation of the game player on the current selected plot: displaying a plot dragging arrow, the plot dragging arrow taking the center position of the current selected plot as a fixed arrow tail point and taking the position of the received dragging cursor as an arrow pointing position.

[0151] The optional embodiment further optimizes the game visual presentation effect in the game interaction control method provided by the embodiment, and specifically realizes real-time presentation of a response picture when the game player performs the pressing and dragging operation and in response to the operation. The response picture is mainly displayed in the form of a plot dragging arrow. The specific display form of the plot dragging arrow can be described as taking the center position of the current selected plot as a fixed arrow tail point and taking the position of the received dragging cursor as an arrow pointing position.

[0152] An exemplary, Figure 2a The embodiment provides a presentation effect diagram of a plot dragging arrow in the game interaction control method provided by the second embodiment of the present application. As shown in Figure 2a the embodiment can display the plot dragging arrow 21 as a dragging navigation for the game player to select a target plot after receiving the pressing and dragging operation, so as to inform the user of the plot into which the dragging cursor can currently fall.

[0153] As an optional embodiment of the second embodiment of the present application, the optional embodiment can further optimize the following operation in the process of listening to the pressing and dragging operation: if the pressing is continuously listened to and the dragging operation is stopped, determining the intermediate candidate plot currently located by the dragging cursor and displaying the intermediate candidate plot in a set highlighted format; if it is determined that the intermediate candidate plot belongs to the to-be-occupied plot region, determining an occupation analysis result when the intermediate candidate plot is attacked according to the current candidate plot information of the intermediate candidate plot obtained and displaying the occupation analysis result.

[0154] It can be understood that when the game player selects a target plot, the game player needs to compare a plurality of plots and finally select one as a target plot. The process of continuous selection is equivalent to the process of continuous dragging operation. At this time, the above-mentioned displayed plot dragging arrow changes in real time with the dragging operation. Assuming that the pressing event is continuously listened to but the dragging operation is stopped in the process, the position of the dragging cursor and related plot information when the dragging operation is stopped can be identified.

[0155] The patch where the dragging cursor currently falls is recorded as an intermediate candidate patch, and the intermediate candidate patch is displayed in a set highlighted format. At the same time, whether the intermediate candidate patch belongs to the region to be attacked can be determined according to the patch information corresponding to the intermediate candidate patch. If the intermediate candidate patch belongs to the region to be attacked, the attack analysis result when an attack is launched on the intermediate candidate patch can be determined in real time according to the patch information and displayed.

[0156] The attack analysis result analyzed and displayed in the optional embodiment can be used as reference information of the intermediate candidate patch for the game player to determine whether to select the intermediate candidate patch as a target patch.

[0157] At the same time, the attack analysis result determined according to the current candidate patch information of the intermediate candidate patch and displayed in the optional embodiment is embodied as:

[0158] The current total force value of the target combat object selected by the game player is determined, and a difference between the current total force value and the defense force value in the current candidate patch information is determined.

[0159] If the difference is greater than or equal to a first set threshold value, a sure win is determined as the attack analysis result.

[0160] If the difference is less than the first set threshold value and greater than or equal to a second set threshold value, a balance is determined as the attack analysis result.

[0161] If the difference is less than the second set threshold value, a defeat is determined as the attack analysis result.

[0162] The attack analysis result is displayed in a set display format.

[0163] The current total force value of the target combat object can be determined by attack attribute information possessed by each target combat object. The attack attribute information can include a single force value of the corresponding combat object, so that the total force value can be obtained. The current candidate patch information of the intermediate candidate patch includes related information of the combat objects possessed on the patch, so that the defense force value of the combat objects possessed on the intermediate candidate patch can also be determined. The difference between the two can be regarded as a decision value of winning or losing when the target combat object and the combat objects possessed on the intermediate candidate patch fight.

[0164] Therefore, in the embodiment, if the difference is greater than or equal to the first set threshold value, a sure win is determined as the attack analysis result. If the difference is less than the first set threshold value and greater than or equal to the second set threshold value, a balance is determined as the attack analysis result. If the difference is less than the second set threshold value, a defeat is determined as the attack analysis result. Finally, the attack analysis result can be displayed in a set display format.

[0165] Exemplary, Figure 2b and Figure 2c respectively show the effect display diagram of the attack analysis result in the game interaction control method provided by the second embodiment of the present application. As shown in Figure 2b , when the pressing and dragging operation of the game player is monitored and the first plot 22 is taken as the intermediate candidate plot, the defense power value of the combat object possessed by the first plot 23 is compared with the current total power value of the target combat object, thereby obtaining and displaying the first attack analysis result 23 of stable winning. As shown in Figure 2c , when the pressing and dragging operation of the game player is monitored and the second plot 24 is taken as the intermediate candidate plot, the defense power value of the combat object possessed by the second plot 24 is compared with the current total power value of the target combat object, thereby obtaining and displaying the second attack analysis result 25 of balance.

[0166] The above optional embodiment of the second embodiment of the present application, the display of the plot dragging arrow and the display of the attack analysis result, can be regarded as the improvement of the visual effect presentation in the game interaction control method provided by the present embodiment, thereby better improving the game experience of the game player.

[0167] Embodiment three

[0168] Figure 3 The structural block diagram of a game interaction control device provided by the third embodiment of the present application is shown, which is suitable for determining the bullet impact point when the game character holds the shooting equipment to shoot in the shooting game, and can be executed by the computer device loaded with the shooting game software. As shown in Figure 3 , the device comprises a scene display module 31, a first receiving module 32, an information display module 33, a first determining module 34, a second determining module 35 and an operation control module 36.

[0169] The scene display module 31 is used to display the game scene interface after the game is started, and the game scene interface includes the existing plot area and the plot area to be attacked possessed by the game player.

[0170] The first receiving module 32 is used to receive the clicking operation of the game player on the existing plot area, and determine the current selected plot associated with the clicking operation.

[0171] The information display module 33 is used to read the current state information of the current selected plot and perform current state display, and the displayed current state includes the current combat object display table possessed by the current selected plot.

[0172] The first determining module 34 is used to determine the target plot selected by the game player.

[0173] The second determining module 35 is configured to determine an operation strategy of the selected target combat object relative to the target plot, wherein the target combat object is contained in the current combat object display table.

[0174] The operation control module 36 is configured to control the target combat object to perform the operation strategy and present a corresponding animation.

[0175] The game interaction control device provided by the third embodiment of the present application can provide a game interaction interface for a player, so that the player can click and select a selected plot capable of displaying force (combat object) information from an existing area and select an arbitrary target plot in a game interface. Thus, the player can control the target combat object selected in the selected plot to move to the target plot or attack the target plot and present a corresponding animation during game running. The implementation process of the game interaction is more in line with actual war control logic, the participation of the player in the entire game is improved, and thus the game experience of the player for the game is improved.

[0176] Further, the device further comprises:

[0177] The combat object selecting module is configured to, before determining the target plot selected by the game player, if the selecting operation of the game player in the current combat object display table is monitored, determine the combat object associated with the selecting operation as the target combat object; otherwise, determine all combat objects in the current combat object display table as the target combat object.

[0178] Further, the first determining module 34 can be specifically configured to:

[0179] receive the pressing and dragging operation of the game player on the current selected plot and continuously monitor the pressing and dragging operation;

[0180] when the dragging operation is monitored to stop and the pressing event ends, determine the cursor position currently corresponding to the dragging cursor;

[0181] determine the plot where the cursor position is located as the target plot.

[0182] Further, the device further comprises an arrow display module,

[0183] The arrow display module is configured to, after receiving the pressing and dragging operation of the game player on the current selected plot, display a plot dragging arrow, wherein the plot dragging arrow takes the center position of the current selected plot as a fixed arrow tail point and takes the position where the received dragging cursor is located as an arrow pointing position.

[0184] Further, the device further comprises an intermediate information display module,

[0185] The intermediate information display module is configured to:

[0186] During the process of monitoring the pressing and dragging operation, if the pressing is continuously monitored and the dragging operation is stopped, the intermediate candidate plot currently located by the dragging cursor is determined and displayed in a set highlighting format.

[0187] If it is determined that the intermediate candidate plot belongs to the to-be-occupied plot region, an occupation analysis result when attacking the intermediate candidate plot is determined and displayed according to the current candidate plot information of the intermediate candidate plot.

[0188] Further, the specific steps of the intermediate information display module for determining and displaying the occupation analysis result when attacking the intermediate candidate plot according to the current candidate plot information of the intermediate candidate plot can include:

[0189] The current total force value of the target battle object selected by the game player is determined, and a difference between the current total force value and the defense force value in the current candidate plot information is determined; if the difference is greater than or equal to a first set threshold, a sure win is determined as the occupation analysis result; if the difference is less than the first set threshold and greater than or equal to a second set threshold, a balance is determined as the occupation analysis result; if the difference is less than the second set threshold, a defeat is determined as the occupation analysis result; and the occupation analysis result is displayed in a set display format.

[0190] Further, the second determination module 35 can specifically include:

[0191] The first execution unit is configured to, if the target plot is adjacent to the current selected plot, determine a set adjacent movement strategy as the operation strategy of each target battle object relative to the target plot.

[0192] The second execution unit is configured to, if the target plot is not adjacent to the current selected plot, plan a movement path of the current selected plot to the target plot, and determine to-be-traversed plots traversed by the movement path; and determine the operation strategy of each target battle object relative to the target plot according to each to-be-traversed plot and the target plot.

[0193] Further, the operation control module 36 can be specifically configured to, when the operation strategy is the set adjacent movement strategy:

[0194] If the target plot belongs to the existing plot region, the operation control module 36 controls each target battle object to perform the operation of moving from the current selected plot to the target plot, and presents a first movement animation.

[0195] If the target plot belongs to the to-be-occupied plot region, the operation control module 36 is specifically configured to control each target combat object to move to an adjacent boundary region in the current selected plot, and after reaching the adjacent boundary region, control each target combat object to launch a battle against the target plot and present a first battle animation.

[0196] The adjacent boundary region is determined based on an adjacent edge of the current selected plot and the target plot.

[0197] Further, the second execution unit can execute a step of determining an operation strategy of each target combat object relative to the target plot according to each to-be-passed plot and the target plot, which can include:

[0198] If each to-be-passed plot and the target plot belong to the existing plot region, a set of cross-moving strategies is determined as the operation strategy of each target combat object relative to the target plot.

[0199] If there is a to-be-occupied plot belonging to the to-be-occupied plot region in each to-be-passed plot and the target plot, a dynamic control of each target combat object moving is determined as the operation strategy of each target combat object relative to the target plot.

[0200] Further, when the operation strategy is the cross-moving strategy, the operation control module 36 can be specifically configured to control each target combat object to move from the current selected plot to the target plot through each to-be-passed plot in sequence along the moving path, and present a second moving animation.

[0201] Further, when the operation strategy is the dynamic control of the target combat object moving, the operation control module 36 can be specifically configured to:

[0202] Determine a to-be-occupied plot in each to-be-passed plot and the target plot.

[0203] For each target combat object, according to attack attribute information of the target combat object, determine a to-be-occupied plot corresponding to an occupied boundary region, and form a set of occupied boundary regions in the moving path forward order;

[0204] Select one occupied boundary region in the set of occupied boundary regions as a current occupied boundary region in sequence;

[0205] Control the target combat object to move from the current position to the current occupied boundary region, and present a third moving animation;

[0206] When the target combat object reaches the current occupied boundary region and the corresponding target to-be-occupied region is not occupied, the target combat object is controlled to launch an attack on the target to-be-occupied plot and a second combat animation is presented;

[0207] When the target combat object is in the current occupied boundary region and the target to-be-occupied plot is occupied, if the current occupied boundary region is the last occupied boundary region, the target combat object is controlled to move from the current position to the target plot and a fourth moving animation is presented; otherwise, the selected operation of the current occupied boundary region is returned to be performed.

[0208] The method further includes:

[0209] The attack distance value in the attack attribute information possessed by the target combat object is obtained, and interval distance values of the target combat object to coordinate positions of each plot are determined.

[0210] According to distance difference values between each interval distance value and the attack distance value, occupied boundary coordinates of the target combat object relative to each to-be-occupied plot are determined.

[0211] Based on each occupied boundary coordinate, an occupied boundary region corresponding to each to-be-occupied plot is formed.

[0212] On the basis of the above optimization, the device can further include a region merging module, which can merge an occupied to-be-occupied plot into an existing plot region when the to-be-occupied plot or the target plot as the to-be-occupied plot is occupied.

[0213] Further, the combat object in the game is a soldier equipped with a remote shooting equipment;

[0214] The energy value of the combat object is proportional to the ammunition capacity of the equipped remote shooting equipment;

[0215] The content of the combat animation presented in the game includes: attack between combat objects through the equipped remote shooting equipment, and disappearance of a combat object after the energy value is 0.

[0216] Embodiment four

[0217] Figure 4 A structural schematic diagram of a computer device provided in Embodiment Four of the present application. The computer device includes a processor 40, a memory 41, a display screen 42, an input device 43, and an output device 44. The number of processors 40 in the computer device can be one or more, Figure 4The computer device can include one or more processors 40, Figure 4 The computer device can include one or more processors 40, Figure 4 The computer device can include one or more processors 40,

[0218] The memory 41 can be a computer readable storage medium, which can be used to store software programs, computer executable programs and modules, such as the program instructions / modules of the computer device according to any embodiment of the present application (for example, the scene display module 31, the first receiving module 32, the information display module 33, the first determining module 34, the second determining module 35 and the operation control module 36 in the game interaction control device). The memory 41 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system and at least one application program required by a function; the data storage area can store data created according to the use of the device, etc. In addition, the memory 41 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one magnetic disk storage device, a flash memory device or other non-volatile solid-state memory device. In some examples, the memory 41 can further include a memory remotely arranged with respect to the processor 40, which can be connected to the device through a network. Examples of the above network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network and a combination thereof.

[0219] The display screen 42 can be a display screen 42 with a touch function, which can be a capacitive screen, an electromagnetic screen or an infrared screen. Generally, the display screen 42 is used to display data according to the indication of the processor 40, and is also used to receive a touch operation acting on the display screen 42 and send a corresponding signal to the processor 40 or other devices.

[0220] The input device 43 can be used to receive input digital or character information, and generate key signal input related to the user setting and function control of the display device, and can also be a camera for acquiring images and a sound pickup device for acquiring audio data. The output device 44 can include an audio device such as a loudspeaker. It should be noted that the specific composition of the input device 43 and the output device 44 can be set according to the actual situation.

[0221] The processor 40 executes various function applications and data processing of the device by running the software programs, instructions and modules stored in the memory 41, that is, implements the game interaction control method described above.

[0222] The computer device provided in the above can be used to execute the game interaction control method provided in any of the above embodiments, and has the corresponding functions and advantages.

[0223] Embodiment five

[0224] The embodiment five of the present application also provides a storage medium containing computer executable instructions, which are used to execute a game interaction control method when executed by a computer processor, comprising:

[0225] displaying a game scene interface after starting the game, wherein the game scene interface includes an existing plot area possessed by a game player and a plot area to be occupied;

[0226] receiving a click operation of the game player on the existing plot area, and determining a current selected plot area associated with the click operation;

[0227] reading current state information of the current selected plot area and performing current state display, wherein the displayed current state includes a current combat object display table possessed by the current selected plot area;

[0228] determining a target plot area selected by the game player, and determining an operation strategy of a selected target combat object relative to the target plot area, wherein the target combat object is contained in the current combat object display table;

[0229] controlling each of the target combat objects to execute the operation strategy and present a corresponding animation.

[0230] Of course, the computer executable instructions of the storage medium provided in the embodiment of the present application are not limited to the game interaction control method operation as described above, but can also perform the related operations in the game interaction control method provided in any of the embodiments of the present application, and has the corresponding functions and advantages.

[0231] Through the above description of the embodiments, those skilled in the art can clearly understand that the present application can be realized by means of software and necessary general hardware, and of course can also be realized by hardware, but in many cases the former is a better embodiment. Based on such understanding, the technical solutions of the present application can be embodied in the form of a software product, and the computer software product can be stored in a computer readable storage medium, such as a floppy disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a FLASH memory, a hard disk, or an optical disc, and includes a number of instructions to make a computer device (which can be a robot, a personal computer, a server, or a network device, etc.) execute the game interaction control method described in any embodiment of the present application.

[0232] It is worth noting that in the above game interaction control device, each unit and module included is only divided according to functional logic, but is not limited to the above division, as long as the corresponding function can be realized; in addition, the specific names of each functional unit are only for easy mutual differentiation, and do not limit the protection scope of the present application.

[0233] It should be understood that parts of the present application can be realized by hardware, software, firmware or their combination. In the above embodiments, a plurality of steps or methods can be realized by software or firmware stored in a memory and executed by a suitable instruction execution system. For example, if realized by hardware, as in another embodiment, any one or their combination of the following technologies known in the art can be used: discrete logic circuit with logic gate circuit for implementing logic function on data signal, application specific integrated circuit with suitable combination logic gate circuit, programmable gate array (PGA), field programmable gate array (FPGA), etc.

[0234] In the description of the present specification, the description of the terms "one embodiment", "some embodiments", "example", "specific example", or "some examples" and the like means that the specific features, structures, materials or characteristics described in connection with the embodiment or example are included in at least one embodiment or example of the present application. In the present specification, the illustrative description of the above terms does not necessarily refer to the same embodiment or example. Moreover, the specific features, structures, materials or characteristics described can be combined in any one or more embodiments or examples in a suitable manner.

[0235] Note that the above merely describes preferred embodiments of the present application and the principles of the technology applied. Those skilled in the art will understand that the present application is not limited to the specific embodiments described herein, and that various obvious changes, modifications and substitutions can be made without departing from the scope of the present application. Therefore, although the present application has been described in detail through the above embodiments, the present application is not limited to the above embodiments, and can include more other equivalent embodiments without departing from the concept of the present application, and the scope of the present application is determined by the scope of the claims.

Claims

1. A game interaction control method, characterized in that, include: After the game starts, the game scene interface is displayed, which includes the existing land areas owned by the player and the land areas to be conquered. Receive the click operation of the game player on the existing plot area, and determine the currently selected plot associated with the click operation; Read the current status information of the currently selected plot and display the current status, which includes a display table of current combat targets of the currently selected plot; The target plot selected by the game player is determined, and the operation strategy of the selected target combat object relative to the target plot is determined, wherein the target combat object is included in the current combat object display table; Control each of the aforementioned target combat objects to execute the aforementioned operation strategy and present the corresponding animation; The operational strategy for determining the selected target combat object relative to the target land includes: If the target plot is adjacent to the currently selected plot, the set adjacency movement strategy is determined as the operation strategy of each target combat object relative to the target plot; otherwise, Plan the movement path from the currently selected plot to the target plot, display the movement path in the game scene interface in real time, and determine the plots to be traversed by the movement path; If all the plots to be traversed and the target plots belong to the existing plot area, then the set cross-movement strategy will be determined as the operation strategy of each target combat object relative to the target plot; If any of the aforementioned plots to be traversed and target plots belong to the area of ​​plots to be attacked, then the dynamic control of the movement of each of the aforementioned target combat objects will be determined as the operation strategy of each of the aforementioned target combat objects relative to the target plots; wherein, the attack boundary area corresponding to the plot to be attacked is determined based on the distance difference between the attack distance value in the attack attribute information of the target combat object and the interval distance value between the target combat object and the coordinate position of each plot.

2. The method according to claim 1, characterized in that, Before determining the target plot selected by the game player, the following steps are also included: If a player selects an item in the current combat target display table, the combat target associated with that selection is identified as the target combat target; otherwise, All combat objects in the current combat object display table are identified as target combat objects.

3. The method according to claim 1, characterized in that, Determining the target plot selected by the game player includes: The system receives and continuously monitors the pressing and dragging actions of the player on the currently selected plot of land. Once the drag operation stops and the press event ends, determine the current cursor position corresponding to the drag cursor; The plot of land where the cursor is located is identified as the target plot.

4. The method according to claim 3, characterized in that, After receiving the player's press and drag operation on the currently selected plot, the method further includes: Display the plot drag arrow, with the center of the currently selected plot as the fixed arrow tail point and the position of the drag cursor receiving the drag operation as the arrow pointing position.

5. The method according to claim 3, characterized in that, The process of monitoring the press and drag operations also includes: If the press continues and the drag operation stops, then determine the current intermediate candidate plot where the drag cursor is located and display the intermediate candidate plot in a set highlighting format; If it is determined that the intermediate candidate plot belongs to the area to be attacked, then based on the current candidate plot information of the intermediate candidate plot, the attack analysis results for attacking the intermediate candidate plot are determined and displayed.

6. The method according to claim 5, characterized in that, The step of determining and displaying the capture analysis results when attacking the intermediate candidate land parcel based on the current candidate land parcel information obtained includes: Determine the current total attack power of the target combat object selected by the game player, and determine the difference between the current total attack power and the defensive attack power in the current candidate land information; If the difference is greater than or equal to the first set threshold, then a sure win is taken as the attack analysis result; If the difference is less than the first set threshold and greater than or equal to the second set threshold, then the equilibrium will be taken as the attack analysis result. If the difference is less than the second set threshold, then defeat is taken as the attack analysis result; The attack analysis results are displayed using the specified display format.

7. The method according to claim 1, characterized in that, When the operation strategy is a set adjacency movement strategy, controlling each of the target combat objects to execute the operation strategy and display the corresponding animation includes: If the target plot belongs to the existing plot area, then control each target combat object to perform the operation of moving from the currently selected plot to the target plot, and present the first movement animation; If the target plot belongs to the area of ​​the plot to be attacked, then control each target combat object to move to the adjacent boundary area in the currently selected plot. After reaching the adjacent boundary area, control each target combat object to initiate a battle against the target plot and present the first battle animation. The adjacent boundary region is determined based on the adjacent edges between the currently selected land parcel and the target land parcel.

8. The method according to claim 1, characterized in that, When the operation strategy is the cross-movement strategy, controlling each of the target combat objects to execute the operation strategy and display the corresponding animation includes: Control each of the target combat objects to move along the movement path from the currently selected plot to the target plot in sequence, and present a second movement animation.

9. The method according to claim 1, characterized in that, When the operation strategy is to dynamically control the movement of the target combat objects, controlling each target combat object to execute the operation strategy and present corresponding animations includes: Identify the plots of land to be traversed and the target plots to be captured; For each target combat object, based on the distance difference between the attack distance value in the attack attribute information of the target combat object and the interval distance value from the target combat object to the coordinate position of each of the plots, the corresponding attack boundary area of ​​each plot to be attacked is determined, and the attack boundary area set is formed according to the movement path advancement order; One of the attack boundary regions in the set of attack boundary regions is selected sequentially as the current attack boundary region. Control the target combat object to move from its current location to the currently captured boundary area, and present a third movement animation; When the target combat object reaches the current captured boundary area and the corresponding target area to be captured has not been captured, control the target combat object to launch an attack on the target area to be captured and present the second combat animation. When the target combat object is in the current capture boundary area and the target territory to be captured has been captured, if the current capture boundary area is the last capture boundary area, then control the target combat object to move from its current location to the target territory and present the fourth movement animation; otherwise, return to execute the selection operation of the current capture boundary area.

10. The method according to claim 9, characterized in that, The step of determining the attack boundary area corresponding to each of the plots to be attacked based on the distance difference between the attack distance value in the attack attribute information of the target combat object and the interval distance value from the target combat object to the coordinate position of each plot includes: Obtain the attack distance value from the attack attribute information of the target combat object, and determine the interval distance value from the target combat object to the coordinate position of each of the plots; Based on the distance difference between each of the interval distance values ​​and the attack distance values, the capture boundary coordinates of the target combat object relative to each of the territories to be captured are determined; Based on the coordinates of each of the aforementioned attack boundaries, attack boundary areas corresponding to each of the aforementioned territories to be attacked are formed.

11. The method according to claim 9, characterized in that, Also includes: Once a plot of land to be captured or a target plot of land is captured, the captured plot of land to be captured will be incorporated into the existing plot area.

12. The method according to any one of claims 1-11, characterized in that, The combat opponents in the game are soldiers and generals equipped with ranged shooting equipment; The energy value of the combat target is proportional to the ammunition capacity of its equipped long-range shooting equipment; The combat animations presented in the game include: attacks between combat targets using their equipped ranged shooting equipment, and combat targets disappearing after their energy value reaches 0.

13. A game interaction control device, characterized in that, include: The scene display module is used to display the game scene interface after the game starts. The game scene interface includes the existing land areas owned by the player and the land areas to be conquered. The first receiving module is used to receive the click operation of the game player on the existing plot area and determine the currently selected plot associated with the click operation; The information display module is used to read the current status information of the currently selected plot and display the current status, including the display table of the current combat targets of the currently selected plot. The first determining module is used to determine the target plot selected by the game player; The second determining module is used to determine the operational strategy of the selected target combat object relative to the target plot, wherein the target combat object is included in the current combat object display table; An operation control module is used to control each of the target combat objects to execute the operation strategy and present corresponding animations; The second determining module includes: The first execution unit is configured to determine the set adjacency movement strategy as the operation strategy of each target combat object relative to the target plot if the target plot is adjacent to the currently selected plot. The second execution unit is used to plan a movement path from the currently selected plot to the target plot if the target plot is not adjacent to the currently selected plot, display the movement path in the game scene interface in real time, and determine the plots to be traversed by the movement path; if all the plots to be traversed and the target plot belong to the existing plot area, the set crossing movement strategy is determined as the operation strategy of each target combat object relative to the target plot; if there are unattended plots belonging to the unattended plot area among the plots to be traversed and the target plot, the dynamic control of the movement of each target combat object is determined as the operation strategy of each target combat object relative to the target plot, wherein the attack boundary area corresponding to the unattended plot is determined based on the distance difference between the attack distance value in the attack attribute information of the target combat object and the interval distance value between the target combat object and the coordinate position of each plot.

14. A computer device, characterized in that, include: Memory and one or more processors; The memory is used to store one or more programs; When the one or more programs are executed by the one or more processors, the one or more processors implement the method as described in any one of claims 1-12.

15. A storage medium containing computer-executable instructions, characterized in that, The computer-executable instructions, when executed by a computer processor, are used to perform the method as described in any one of claims 1-12.