Interactive control method, device and electronic equipment for a game

By displaying a scene map in the game interface and controlling the movement of object markers, the relocation operation of alliance territories in war strategy games is simplified, solving the problem that novice players have difficulty finding the location and familiarizing themselves with the steps, and improving the smoothness and experience of game operation.

CN115770385BActive Publication Date: 2026-06-02NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-11-04
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

In war strategy games, novice players often struggle to locate alliance territories and become familiar with the relocation process, leading to relocation failures and reducing the smoothness and overall experience of the game.

Method used

By displaying a portion of the game scene map in the graphical user interface, responding to object migration trigger operations, controlling the movement of the target object's object identifier, and switching the scene screen under preset conditions, the target object is migrated to the target scene area, simplifying the migration process.

Benefits of technology

It improved the success rate of object migration, enhanced the smoothness and experience of game operation, and reduced the cognitive cost for novice players.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a game interactive control method and device and electronic equipment; wherein the method comprises: in response to an object migration trigger operation, displaying at least part of a scene map of a game scene in a graphical user interface; wherein the scene map comprises: a map area corresponding to a target scene area to be migrated; in response to a movement control operation, controlling the movement of an object identifier of a target object; in response to the relative state of the object identifier and the scene map meeting a preset condition, switching a first scene picture to a second scene picture corresponding to the target scene area; and in response to a trigger operation for the second scene picture, migrating the target object to the target scene area. This way triggers the change of the scene picture through the scene map, and then migrates the target object to the target area. This way of migrating the object is simple and fast, and has a low understanding cost, improves the success rate of object migration, and thus improves the smoothness of game operation and the game experience.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a game interactive control method, device, and electronic device. Background Technology

[0002] In war strategy games, after joining an alliance, players can relocate their main city to an alliance territory. However, the location of alliance territories is often hidden, requiring multiple interactive steps to locate and travel to them. Once there, players use relocation items to move their main city into the alliance territory. This process requires familiarity with the game system to find the alliance territory's location and understand the relocation steps. New players may struggle to locate the territory or are unfamiliar with the process, leading to relocation failures, reduced game smoothness, and a negative impact on the overall gaming experience. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a game interaction control method, device and electronic device to improve the smoothness of game operation and enhance the game experience.

[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, which provides a graphical user interface through a terminal device; the graphical user interface displays a first scene screen of a game scene; the game scene includes a target object to be migrated; the method includes: in response to an object migration trigger operation, displaying at least a portion of a scene map of the game scene in the graphical user interface; wherein the scene map includes a map area corresponding to the target scene area to be migrated; in response to a movement control operation, controlling the object identifier of the target object to move; in response to the relative state between the object identifier and the scene map satisfying a preset condition, switching the first scene screen to display a second scene screen corresponding to the target scene area; and in response to a trigger operation on the second scene screen, migrating the target object to the target scene area.

[0005] Secondly, embodiments of the present invention provide an interactive control device for a game, which provides a graphical user interface through a terminal device; the graphical user interface displays a first scene screen of a game scene; the game scene includes a target object to be migrated; the device includes: a map display module, used to display at least a portion of the scene map of the game scene in the graphical user interface in response to an object migration trigger operation; wherein the scene map includes: a map area corresponding to the target scene area to be migrated; a movement control module, used to control the object identifier of the target object to move in response to a movement control operation; a screen switching module, used to switch the first scene screen to a second scene screen corresponding to the target scene area in response to a preset condition of the relative state between the object identifier and the scene map; and a migration module, used to migrate the target object to the target scene area in response to a trigger operation on the second scene screen.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the interactive control method of the above-mentioned game.

[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the interactive control method of the aforementioned game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The aforementioned interactive control method, device, and electronic device for the game provide a graphical user interface (GUI) through a terminal device. The GUI displays a first scene of the game scene. The game scene includes a target object to be migrated. In response to an object migration trigger operation, at least a portion of the scene map of the game scene is displayed in the GUI. The scene map includes a map area corresponding to the target scene area to be migrated. In response to a movement control operation, the object identifier of the target object is moved. In response to a preset condition that the relative state between the object identifier and the scene map meets the preset condition, the first scene is switched to a second scene corresponding to the target scene area. In response to a trigger operation on the second scene, the target object is migrated to the target scene area. In this method, during the movement of the object identifier of the target object, a change in the scene scene is triggered by the scene map, thereby migrating the target object to the target area. This object migration method is simple and quick, has a low learning curve, and improves the success rate of object migration, thus enhancing the smoothness of game operation and the overall gaming experience.

[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a game interaction control method provided in an embodiment of the present invention;

[0014] Figure 2 A schematic diagram of a scene map provided in an embodiment of the present invention;

[0015] Figure 3 This is a schematic diagram of the movement control of an object identifier provided in an embodiment of the present invention;

[0016] Figure 4 This is a schematic diagram illustrating the interaction between an object identifier and a scene map, provided as an embodiment of the present invention.

[0017] Figure 5 This is a schematic diagram of another object identifier movement control provided in an embodiment of the present invention;

[0018] Figure 6 A schematic diagram of the structure of a game interaction control device provided in an embodiment of the present invention;

[0019] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0020] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0021] In war strategy games or other SLG (Simulation Game) games, after joining an alliance, players typically need to relocate their main city to the alliance's territory to obtain more resources and better participate in alliance activities. The steps for relocating the main city to the alliance's territory include: First, after joining the alliance, enter the alliance territory and go to the alliance territory building; then, after arriving in the alliance territory, open the items, select the "Alliance Relocation" item, and use it; finally, drag the main city on the alliance territory to find a suitable empty space, click "Relocate," and the relocation will be completed.

[0022] The aforementioned city relocation process has a high cognitive cost for novice players, manifested in several ways: First, after joining an alliance, new players are unaware of the location of alliance territories, and this information is often hidden. Second, new players don't know they need to travel to the alliance territory first before using the "Alliance Relocation" item. Typically, players use the "Alliance Relocation" item from their main city. When using it, they want to move their main city to the alliance territory, so they repeatedly swipe the map to find the alliance area. The system keeps prompting them to go to the alliance's location, but the player doesn't know how, leading to a frustrating relocation experience and preventing them from accessing alliance-related activities. This reduces the smoothness of gameplay and negatively impacts the overall gaming experience.

[0023] Based on the above, the present invention provides a game interaction control method, device, and electronic device. This technology can be applied to SLG games, war games, or other games that involve migrating cities or various virtual objects.

[0024] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0025] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0026] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0027] In one possible implementation, this invention provides an interactive control method for a game, which provides a graphical user interface (GUI) through a terminal device. This terminal device can be either a local terminal device or a client device in a cloud interactive system. The GUI displays a first scene of the game; the game scene includes a target object to be migrated; a virtual camera is typically set up in the game scene to capture images of the game scene, thus obtaining the first scene image; the first scene image typically includes a portion of the game scene; the target object to be migrated can be a city, resources, or other migrateable objects. If the virtual camera captures an image of the target object, the target object is displayed in the first scene image; if the virtual camera captures an image of another area of ​​the game scene that does not contain the target object, then the target object is not displayed in the first scene image.

[0028] To facilitate understanding of this embodiment, a game interaction control method disclosed in this embodiment of the invention will first be described in detail, such as... Figure 1As shown, the method includes the following steps:

[0029] Step S102: In response to the object migration trigger operation, at least a portion of the scene map of the game scene is displayed in the graphical user interface; wherein, the scene map includes: the map area corresponding to the target scene area to be migrated;

[0030] The object migration trigger operation described above can be a trigger operation targeting a specific control, or it can be other operations. Before executing the migration trigger operation, or during the execution of the object migration trigger operation, the target object to be migrated can be determined, or the target object to be migrated can be determined by the default settings.

[0031] After the player executes the object migration trigger operation, the game enters the object migration state mode. In this state mode, at least a portion of the game scene map is displayed in the graphical user interface. This scene map can include the complete game scene map or a map that includes only a portion of the game scene area. This embodiment aims to quickly migrate the target object into the target scene area; therefore, the scene map includes the map area corresponding to the target scene area to be migrated. This scene map can be displayed in a designated area of ​​the graphical user interface, such as the left side, right side, or top area. Therefore, the scene map typically obscures part of the first scene view.

[0032] Step S104: In response to the movement control operation, control the object identifier of the target object to move;

[0033] The movement control operation can be an operation applied to a target object, such as a swipe operation applied to the target object; alternatively, it can generate an object identifier for the target object through a specific operation. In this case, the movement control operation is an operation applied to the object identifier, such as a swipe operation applied to the target object. The object identifier can be the same as the target object, a thumbnail of the target object, or an associated identifier with the target object. Taking a swipe operation as an example, the object identifier can move with the touch position of the swipe operation, thereby achieving movement control of the object identifier.

[0034] Step S106: In response to the fact that the relative state between the object identifier and the scene map meets the preset conditions, the first scene screen is switched to display the second scene screen corresponding to the target scene area.

[0035] These preset conditions can be set in advance and can be understood as control conditions for scene switching. Preset conditions are usually based on the relative state between the object identifier and the scene map. This relative state can include the relative position of the object identifier and the scene map, and the duration of the object identifier and the scene map in a specific relative position.

[0036] During object movement, the game system can monitor in real time whether the relative state between the object and the scene map meets preset conditions. Specifically, it can monitor the relative state between the object and the scene map, or the relative state between the object and a specific map region within the scene map, such as the map region corresponding to the aforementioned target scene region. During scene transitions, the system typically controls the virtual scene's position or orientation to switch the captured scene view.

[0037] Step S108: In response to the trigger operation for the second scene screen, the target object is moved to the target scene area.

[0038] The trigger operation for the second scene screen can be implemented based on the object identifier. For example, the trigger operation is the release operation of the aforementioned movement control operation based on the object identifier. Then, the execution position of the release operation is determined as the migration position of the target object. Since the second scene screen is the screen of the target scene area, the target object can be migrated to the target scene area.

[0039] The aforementioned interactive control method for the game provides a graphical user interface (GUI) via a terminal device. The GUI displays a first scene of the game; the game scene includes a target object to be migrated; in response to an object migration trigger operation, at least a portion of the game scene map is displayed in the GUI; wherein the scene map includes a map area corresponding to the target scene area to be migrated; in response to a movement control operation, the object identifier of the target object is moved; in response to a preset condition that the relative state between the object identifier and the scene map meets the preset condition, the first scene is switched to a second scene corresponding to the target scene area; in response to a trigger operation on the second scene, the target object is migrated to the target scene area. In this method, during the movement of the target object's object identifier, changes in the scene scene are triggered by the scene map, thereby migrating the target object to the target area. This object migration method is simple and quick, has a low learning curve, and improves the success rate of object migration, thus enhancing the smoothness of game operation and the overall gaming experience.

[0040] The following embodiments describe the specific implementation of displaying scene maps.

[0041] Specifically, in response to the trigger operation of the migration control, the alliance to which the target object belongs is determined; the target scene area is determined based on the alliance territory of the alliance to which it belongs, and a scene map is displayed in the graphical user interface; wherein, the scene map is displayed in a local area of ​​the graphical user interface; the scene map is located above the first scene screen.

[0042] This migration control can be understood as a kind of item control. It can be found in the item system, and triggering it puts the game into object migration mode. In the game scene, there may be multiple alliances. Players can choose to join one of them, and the alliance information becomes part of the player's game account attributes. Therefore, the alliance to which the target object belongs can be retrieved from this attribute information. Alliances and alliance territories usually have a one-to-one correspondence; therefore, once the alliance is determined, the alliance territory can be determined.

[0043] Alliance territories typically occupy a portion of the game scene. In practice, alliance territories can be used as the target scene area, or a larger scene area including alliance territories can be used as the target scene area. That is, the target scene area can include only alliance territories, or it can include both alliance territories and other areas.

[0044] The scene map is displayed in a local area of ​​the graphical user interface and is located above the first scene screen. Therefore, the scene map will obscure part of the first scene screen. The scene map can also be displayed with a certain degree of transparency to reduce the degree of obstruction to the first scene screen.

[0045] Figure 2 As an example, after a player performs a trigger operation on the migration control, a window is generated in the left area of ​​the graphical user interface, which displays a scene map containing map markers for the target scene area. To highlight the target scene area, the map markers for the target scene area can be displayed in a highlighting, bolding, or blinking format.

[0046] After displaying the scene map, movement control of the target object's identifier begins. Specifically, in response to a swipe operation originating from the target object, an object identifier for the target object is generated, and the identifier moves to follow the touch point of the swipe. The target object is displayed in the first scene screen. When the player presses down on the target object and begins to swipe, an object identifier for the target object is generated. It should be noted that when the target object is pressed, it can be displayed in a specific format to indicate to the player that the target object has been triggered, and that an object identifier can be generated and its movement controlled.

[0047] The following embodiment describes an implementation of controlling screen switching. In this method, the target scene area includes: the alliance territory of the alliance to which the target object belongs; the map area corresponding to the alliance territory is displayed in the scene map in a first display format; that is, in the first scene map, the area of ​​the alliance territory is identified in the first display format, which may be displaying the alliance territory with a specific color, highlighting, flashing, etc., or the edge lines of the alliance territory. Based on this, in response to the object identifier moving to the map area corresponding to the alliance territory, the first scene screen is switched to display the second scene screen corresponding to the alliance territory.

[0048] Figure 3 In the diagram, the dashed line with arrows represents the movement trajectory of the swipe operation. The object icon moves along with the touch point of the swipe operation until it reaches the alliance territory. When the object icon overlaps or partially overlaps with the alliance territory, the alliance territory can change its display format, and at the same time, the first scene screen is switched to the second scene screen.

[0049] In another implementation, in response to the object identifier moving to the map area corresponding to the alliance territory, a first timer is displayed; wherein the display state of the first timer changes with the timer duration; in response to the timer duration reaching a preset first duration, the first scene screen is switched to the second scene screen corresponding to the alliance territory.

[0050] For example, the first timer indicator could be a ring-shaped indicator, with its edge color changing as the timer duration increases. When the timer reaches a preset first duration, such as 0.5 seconds, the first scene will switch to the second scene corresponding to the alliance territory. Additionally, during the timer, a notification can be displayed on the interface to indicate that the first scene will switch to the second scene after the preset first duration. This timer provides players with time to consider whether to switch to the second scene, preventing accidental screen switching and improving accuracy.

[0051] Furthermore, in response to the object identifier moving to the map area corresponding to the alliance territory, the display state of the object identifier is updated to match the object identifier with the map area corresponding to the alliance territory; wherein, the display state includes the displayed content, display size or display transparency.

[0052] In one approach, the closer an object identifier is to the map area corresponding to an alliance territory, the smaller its display size and the greater its transparency. The displayed content can also be gradually simplified; for example, only a thumbnail of the object identifier might be displayed. This method reduces the occlusion of the object identifier on the scene or map. Simultaneously, since the map area corresponding to an alliance territory in the scene map is relatively small, reducing the display size of the object identifier makes it easier to select the map area corresponding to the alliance territory using the object identifier, improving operational convenience.

[0053] Additionally, in response to the object identifier moving to the map area corresponding to the alliance territory, the map area corresponding to the alliance territory is displayed in a second display format; wherein, the second display format indicates that the map area corresponding to the alliance territory has been selected. For example, the second display format can be a highlighted display, or a display in a specific color, thereby making the map area corresponding to the alliance territory stand out in the scene map to indicate that the player has selected the map area by the object identifier. At this time, the scene map can also be highlighted by bolding, edge highlighting, etc., to enhance the promptness of the selection operation.

[0054] The following embodiment describes another implementation of controlling screen switching. In this method, the target scene area includes: a scene sub-region where the alliance territory of the alliance to which the target object belongs is located; the map area corresponding to the scene sub-region is displayed in the scene map in a third display format; in this method, the scene map can include a complete map of the game scene, and the game scene can be divided into multiple scene sub-regions according to the needs of the game. The alliance territory can be located in one of the scene sub-regions. When the scene map is displayed in the graphical user interface, the scene sub-region where the alliance territory is located is highlighted using the third display format. The third display format can be a highlighting, edge-bolding, or other format.

[0055] Based on this, in response to the object identifier moving to the map area corresponding to the scene sub-region, the duration of the object identifier staying in the map area corresponding to the scene sub-region is monitored; in response to the dwell time reaching the preset second duration, the scene map is zoomed in to display the map area corresponding to the alliance territory of the alliance to which the target object belongs in the scene map; in response to the object identifier moving to the map area corresponding to the alliance territory, the first scene screen is switched to display the second scene screen corresponding to the alliance territory.

[0056] When the object icon overlaps or partially overlaps with the map area corresponding to the scene sub-region, a timer begins. The aforementioned second preset duration can be pre-set, for example, 1 second. During the timer, a timer indicator can be displayed to remind the player of the current duration. The object icon can also move during the timer, but it is generally necessary for the object icon and the map area corresponding to the scene sub-region to remain in a state of overlap or partial overlap. When the dwell time reaches the preset second duration, the scene map begins to zoom in to display the map area corresponding to the scene sub-region, so that the map area corresponding to the alliance territory has a predetermined display size. Then, when the object icon overlaps or partially overlaps with the map area corresponding to the alliance territory, the first scene screen switches to display the second scene screen corresponding to the alliance territory.

[0057] In one specific implementation, in response to the object identifier moving to the map area corresponding to the alliance territory, the map area corresponding to the alliance territory is displayed in a fourth display format; wherein, the fourth display format indicates that the map area corresponding to the alliance territory is selected; a second timer is displayed; wherein, the display state of the second timer changes with the timer duration; in response to the timer duration reaching a preset second duration, the first scene screen is switched to display the second scene screen corresponding to the alliance territory.

[0058] In this method, when the object icon moves to the map area corresponding to the alliance territory, the scene screen is not switched directly. Instead, the map area corresponding to the alliance territory is first selected through the fourth display format to provide feedback to the player's movement control operation. The fourth display format can be, for example, a highlight display. Then, the duration of the object icon's stay in the map area corresponding to the alliance territory is calculated. When the timer reaches the preset second duration, such as 0.5 seconds, the first scene screen is switched to the second scene screen corresponding to the alliance territory.

[0059] The aforementioned second timer indicator can be a ring-shaped indicator. The edge color of the second timer indicator changes as the timer duration changes. When the timer indicated by the second timer indicator reaches a preset second duration, such as 0.5 seconds, the first scene screen will switch to the second scene screen corresponding to the alliance territory. Additionally, during the timer, a prompt message can be displayed on the interface to indicate that the first scene screen will switch to the second scene screen corresponding to the alliance territory after the preset second duration is reached. This method, by using a timer, provides players with some time to consider whether to switch to the second scene screen corresponding to the alliance territory, avoiding accidental screen switching due to player error and improving the accuracy of screen switching.

[0060] Using the above method, the first scene screen is switched to the second scene screen. Then, the object icon of the target object moves with the touch point of the movement control operation. During the movement of the object icon, the scene map is displayed with a preset transparency. After the second scene screen is displayed in the graphical user interface, since this second scene screen displays the scene screen corresponding to the alliance territory, the player can control the object icon to leave the scene map. During the movement of the object icon, since the scene map is no longer performing operations, but the scene map can provide directional information, it can be displayed with a certain transparency to reduce the obstruction of the scene map while providing relevant directional information.

[0061] After the graphical user interface displays the second scene, the player can control the object to move within the second scene using movement controls. Based on this, in response to a movement release operation applied to the first target position in the second scene, a migration confirmation control is displayed; wherein, the first target position is located in the target scene area; in response to a confirmation operation on the migration confirmation control, the target object is migrated to the first target position.

[0062] Figure 5 As an example, the object identifier leaves the scene map and moves along the path indicated by the dashed arrow. When the object identifier reaches the first target position, it is released. At this time, a migration confirmation control is displayed near the first target object. When the migration confirmation control is clicked, the target object is migrated to the first target position.

[0063] In another approach, if the alliance territory is large, the second scene may only display a portion of the alliance territory at a time. In this case, players can control the second scene to change its appearance through specific actions, allowing them to view the remaining areas of the alliance territory. Specifically, in response to an object icon moving to a designated area of ​​the second scene, the player controls the second scene to change, thus altering the area displayed within it. This designated area can be preset and can be an edge area of ​​the second scene, such as one or more areas from the top, bottom, left, or right sides of the second scene.

[0064] In one example, if a player wants to see the area in front of the territory corresponding to the second scene, they can move the object icon to the top of the second scene, thereby controlling the second scene to change and show the area in front.

[0065] The following embodiment describes another implementation of the control screen switching method. In response to the release of the object identifier in the map area corresponding to the target scene area, the first scene screen is switched to display a second scene screen corresponding to the target scene area; wherein, the second scene screen includes the target object; the target object is located in the target scene area. In response to a position adjustment operation applied to the target object, the second target position corresponding to the position adjustment operation is confirmed, and a migration confirmation control is displayed; in response to a confirmation operation on the migration confirmation control, the target object is migrated to the second target position.

[0066] In this method, after the object identifier is moved to the region under the movement control operation, it is released in the map area corresponding to the target scene area. At this time, the target object is temporarily placed in an empty position in the target scene, and the first scene screen is switched to the second scene screen corresponding to the target scene area. The second scene screen displays the temporarily placed target object. The player can continue to control the movement of the target object, that is, the above-mentioned position adjustment operation. After the target object moves to the second target position and is released, a migration confirmation control is displayed. After the control is triggered, the target object migrates to the second target position.

[0067] When the target object in the aforementioned embodiment is the main city, when players relocate their alliance city, they do not need to go to the alliance territory first. Instead, they can directly open the item system in the main city and use the "Alliance Relocation" item. After entering the main city drag mode, a small window of the large map appears on the map interface. The small window clearly shows the location of the alliance's area on the large map. Players can drag the main city buildings to the alliance area in the small window to go directly to the alliance's area and then find a suitable place to place them.

[0068] Specifically, when players use the Alliance relocation tool, a small window visually displays the area where the Alliance territory is located on the large map, helping players to better determine their location. Players can then drag their main city building to the Alliance's area on the small window of the large map to directly travel to the Alliance territory. After arriving in the Alliance area, players can drag their main city building along the edge of the main map to find a suitable placement location while simultaneously scrolling through the view.

[0069] This method reduces the cognitive cost for new players. New players do not need to go to the alliance territory in advance, but can directly use the alliance relocation tool in the main city. The location of the alliance is displayed intuitively in a small window on a large map, and a method to go directly there is provided. This deepens players' understanding of the game operation and reduces the feeling of interruption in the game. Therefore, this method can effectively reduce the operation cost for players, lower the cognitive threshold for new players, and improve the smoothness of the game.

[0070] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 6The diagram illustrates the structure of an interactive control device for a game, which provides a graphical user interface (GUI) via a terminal device. The GUI displays a first scene of the game; the game scene includes a target object to be moved. The device comprises:

[0071] The map display module 60 is used to display at least a portion of the scene map of the game scene in a graphical user interface in response to an object migration trigger operation; wherein the scene map includes: a map area corresponding to the target scene area to be migrated;

[0072] The movement control module 62 is used to control the movement of the object identifier of the target object in response to a movement control operation;

[0073] The screen switching module 64 is used to switch the first scene screen to the second scene screen corresponding to the target scene area in response to the relative state between the object identifier and the scene map meeting the preset conditions.

[0074] The migration module 66 is used to respond to the trigger operation of the second scene screen and migrate the target object to the target scene area.

[0075] The interactive control device for the aforementioned game provides a graphical user interface (GUI) via a terminal device. The GUI displays a first scene of the game; the game scene includes a target object to be migrated; in response to an object migration trigger operation, at least a portion of the game scene map is displayed in the GUI; wherein the scene map includes a map area corresponding to the target scene area to be migrated; in response to a movement control operation, the object identifier of the target object is moved; in response to a preset condition that the relative state between the object identifier and the scene map meets the preset condition, the first scene is switched to a second scene corresponding to the target scene area; in response to a trigger operation on the second scene, the target object is migrated to the target scene area. In this method, during the movement of the target object's object identifier, changes in the scene scene are triggered by the scene map, thereby migrating the target object to the target area. This object migration method is simple and quick, has a low learning curve, and improves the success rate of object migration, thus enhancing the smoothness of game operation and the overall gaming experience.

[0076] The aforementioned map display module is also used to: respond to a trigger operation on the migration control and determine the alliance to which the target object belongs; determine the target scene area based on the alliance territory of the alliance to which the target object belongs, and display the scene map in the graphical user interface; wherein the scene map is displayed in a local area of ​​the graphical user interface; the scene map is located above the first scene screen.

[0077] The aforementioned motion control module is also used to: generate an object identifier for the target object in response to a sliding operation starting from the target object, and control the object identifier to move along with the touch point position of the sliding operation.

[0078] The aforementioned target scene area includes: the alliance territory of the alliance to which the target object belongs; the map area corresponding to the alliance territory is displayed in the scene map in a first display format; the aforementioned screen switching module is also used to: in response to the object identifier moving to the map area corresponding to the alliance territory, switch the first scene screen to the second scene screen corresponding to the alliance territory.

[0079] The aforementioned screen switching module is also used to: display a first timer indicator in response to the object identifier moving to the map area corresponding to the alliance territory; wherein the display state of the first timer indicator changes with the timer duration; and in response to the timer duration reaching a preset first duration, switch the first scene screen to the second scene screen corresponding to the alliance territory.

[0080] The aforementioned device further includes a status update module, used to: update the display status of the object identifier in response to the object identifier moving to the map area corresponding to the alliance territory, so that the object identifier matches the map area corresponding to the alliance territory; wherein, the display status includes display content, display size, or display transparency.

[0081] The aforementioned device further includes a region display module, configured to: in response to an object identifier moving to a map region corresponding to an alliance territory, display the map region corresponding to the alliance territory in a second display format; wherein the second display format indicates that the map region corresponding to the alliance territory is selected.

[0082] The aforementioned target scene area includes: a scene sub-area where the alliance territory of the alliance to which the target object belongs is located; the map area corresponding to the scene sub-area is displayed in the scene map in a third display format; the aforementioned screen switching module is also used to: in response to the object identifier moving to the map area corresponding to the scene sub-area, monitor the duration for which the object identifier stays in the map area corresponding to the scene sub-area; in response to the duration of stay reaching a preset second duration, zoom in on the scene map to display the map area corresponding to the alliance territory of the alliance to which the target object belongs in the scene map; in response to the object identifier moving to the map area corresponding to the alliance territory, switch the first scene screen to the second scene screen corresponding to the alliance territory.

[0083] The aforementioned screen switching module is also used to: in response to the object identifier moving to the map area corresponding to the alliance territory, display the map area corresponding to the alliance territory in a fourth display format; wherein, the fourth display format indicates that the map area corresponding to the alliance territory is selected; display a second timer indicator; wherein, the display state of the second timer indicator changes with the timer duration; in response to the timer duration reaching a preset second duration, switch the first scene screen to display the second scene screen corresponding to the alliance territory.

[0084] The aforementioned device further includes: a follow module for controlling the movement of the touch point position of the object identifier of the target object in the follow-movement control operation; wherein, during the movement of the object identifier, the scene map is displayed with a preset transparency.

[0085] The aforementioned migration module is also used to: respond to a move-release operation applied to the first target position in the second scene screen and display a migration confirmation control; wherein the first target position is located in the target scene area; and respond to a confirmation operation on the migration confirmation control and migrate the target object to the first target position.

[0086] The aforementioned device also includes a screen control module, used to: control the second scene screen to change in response to the object identifier moving to a designated area of ​​the second scene screen, so that the scene area displayed in the second scene screen changes.

[0087] The aforementioned screen switching module is also used to: in response to the release of the map area corresponding to the object identifier in the target scene area, switch the first scene screen to the second scene screen corresponding to the target scene area; wherein the second scene screen includes the target object; the target object is located in the target scene area.

[0088] The aforementioned migration module is also used to: respond to a position adjustment operation applied to the target object, confirm the second target position corresponding to the position adjustment operation, and display a migration confirmation control; respond to a confirmation operation on the migration confirmation control, and migrate the target object to the second target position.

[0089] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the interactive control method of the aforementioned game. This electronic device can be a server or a touch-screen terminal device.

[0090] See Figure 7 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the interactive control method of the game described above.

[0091] Furthermore, Figure 7 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0092] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0093] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0094] The processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations in the interactive control method of the aforementioned game:

[0095] In response to an object migration trigger operation, at least a portion of the game scene map is displayed in the graphical user interface; wherein the scene map includes: a map area corresponding to the target scene area to be migrated; in response to a movement control operation, the object identifier of the target object is moved; in response to the relative state between the object identifier and the scene map meeting a preset condition, the first scene screen is switched to display as a second scene screen corresponding to the target scene area; in response to a trigger operation on the second scene screen, the target object is migrated to the target scene area.

[0096] In response to a trigger operation on the migration control, determine the alliance to which the target object belongs; determine the target scene area based on the alliance territory to which it belongs, and display the scene map in the graphical user interface; wherein, the scene map is displayed in a local area of ​​the graphical user interface; the scene map is located above the first scene screen.

[0097] In response to a sliding operation originating from the target object, an object identifier for the target object is generated, and the object identifier is controlled to move along with the touch point position of the sliding operation.

[0098] The target scene area includes: the alliance territory of the alliance to which the target object belongs; the map area corresponding to the alliance territory is displayed in the scene map in the first display format; in response to the object identifier moving to the map area corresponding to the alliance territory, the first scene screen is switched to the second scene screen corresponding to the alliance territory.

[0099] In response to the object identifier moving to the map area corresponding to the alliance territory, a first timer is displayed; wherein, the display state of the first timer changes with the timer duration; in response to the timer duration reaching a preset first duration, the first scene screen is switched to the second scene screen corresponding to the alliance territory.

[0100] In response to an object identifier moving toward the map area corresponding to the alliance territory, update the display state of the object identifier to match the map area corresponding to the alliance territory; wherein, the display state includes the displayed content, display size, or display transparency.

[0101] In response to the object identifier moving to the map area corresponding to the alliance territory, the map area corresponding to the alliance territory is displayed in a second display format; wherein the second display format indicates that the map area corresponding to the alliance territory is selected.

[0102] The target scene area includes: the scene sub-area where the alliance territory of the alliance to which the target object belongs is located; the map area corresponding to the scene sub-area is displayed in the scene map in a third display format; in response to the object identifier moving to the map area corresponding to the scene sub-area, the duration of the object identifier staying in the map area corresponding to the scene sub-area is monitored; in response to the duration of the stay reaching a preset second duration, the scene map is zoomed in to display the map area corresponding to the alliance territory of the alliance to which the target object belongs in the scene map; in response to the object identifier moving to the map area corresponding to the alliance territory, the first scene screen is switched to display the second scene screen corresponding to the alliance territory.

[0103] In response to the object identifier moving to the map area corresponding to the alliance territory, the map area corresponding to the alliance territory is displayed in a fourth display format; wherein, the fourth display format indicates that the map area corresponding to the alliance territory is selected; a second timer is displayed; wherein, the display state of the second timer changes with the timer duration; in response to the timer duration reaching a preset second duration, the first scene screen is switched to display the second scene screen corresponding to the alliance territory.

[0104] The object identifier of the target object moves with the touch point of the movement control operation; during the movement of the object identifier, the scene map is displayed with a preset transparency.

[0105] In response to a move-release operation applied to the first target position in the second scene, a migration confirmation control is displayed; wherein, the first target position is located in the target scene area; in response to a confirmation operation on the migration confirmation control, the target object is migrated to the first target position.

[0106] In response to an object identifier moving to a specified area of ​​the second scene screen, the second scene screen is controlled to change, so that the scene area displayed in the second scene screen changes.

[0107] In response to the release of the map area corresponding to the object identifier in the target scene area, the first scene screen is switched to the second scene screen corresponding to the target scene area; wherein, the second scene screen includes the target object; the target object is located in the target scene area.

[0108] In response to a position adjustment operation applied to the target object, confirm the second target position corresponding to the position adjustment operation and display a migration confirmation control; in response to a confirmation operation on the migration confirmation control, migrate the target object to the second target position.

[0109] In this method, during the movement of the object identifier of the target object, the scene screen is changed by triggering the scene map, thereby migrating the target object to the target area. This method of migrating objects is simple and quick, has a low understanding cost, improves the success rate of object migration, and thus improves the smoothness of game operation and game experience.

[0110] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the interactive control method of the above-mentioned game.

[0111] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the interactive control method of the aforementioned game:

[0112] In response to an object migration trigger operation, at least a portion of the game scene map is displayed in the graphical user interface; wherein the scene map includes: a map area corresponding to the target scene area to be migrated; in response to a movement control operation, the object identifier of the target object is moved; in response to the relative state between the object identifier and the scene map meeting a preset condition, the first scene screen is switched to display as a second scene screen corresponding to the target scene area; in response to a trigger operation on the second scene screen, the target object is migrated to the target scene area.

[0113] In response to a trigger operation on the migration control, determine the alliance to which the target object belongs; determine the target scene area based on the alliance territory to which it belongs, and display the scene map in the graphical user interface; wherein, the scene map is displayed in a local area of ​​the graphical user interface; the scene map is located above the first scene screen.

[0114] In response to a sliding operation originating from the target object, an object identifier for the target object is generated, and the object identifier is controlled to move along with the touch point position of the sliding operation.

[0115] The target scene area includes: the alliance territory of the alliance to which the target object belongs; the map area corresponding to the alliance territory is displayed in the scene map in the first display format; in response to the object identifier moving to the map area corresponding to the alliance territory, the first scene screen is switched to the second scene screen corresponding to the alliance territory.

[0116] In response to the object identifier moving to the map area corresponding to the alliance territory, a first timer is displayed; wherein, the display state of the first timer changes with the timer duration; in response to the timer duration reaching a preset first duration, the first scene screen is switched to the second scene screen corresponding to the alliance territory.

[0117] In response to an object identifier moving toward the map area corresponding to the alliance territory, update the display state of the object identifier to match the map area corresponding to the alliance territory; wherein, the display state includes the displayed content, display size, or display transparency.

[0118] In response to the object identifier moving to the map area corresponding to the alliance territory, the map area corresponding to the alliance territory is displayed in a second display format; wherein the second display format indicates that the map area corresponding to the alliance territory is selected.

[0119] The target scene area includes: the scene sub-area where the alliance territory of the alliance to which the target object belongs is located; the map area corresponding to the scene sub-area is displayed in the scene map in a third display format; in response to the object identifier moving to the map area corresponding to the scene sub-area, the duration of the object identifier staying in the map area corresponding to the scene sub-area is monitored; in response to the duration of the stay reaching a preset second duration, the scene map is zoomed in to display the map area corresponding to the alliance territory of the alliance to which the target object belongs in the scene map; in response to the object identifier moving to the map area corresponding to the alliance territory, the first scene screen is switched to display the second scene screen corresponding to the alliance territory.

[0120] In response to the object identifier moving to the map area corresponding to the alliance territory, the map area corresponding to the alliance territory is displayed in a fourth display format; wherein, the fourth display format indicates that the map area corresponding to the alliance territory is selected; a second timer is displayed; wherein, the display state of the second timer changes with the timer duration; in response to the timer duration reaching a preset second duration, the first scene screen is switched to display the second scene screen corresponding to the alliance territory.

[0121] The object identifier of the target object moves with the touch point of the movement control operation; during the movement of the object identifier, the scene map is displayed with a preset transparency.

[0122] In response to a move-release operation applied to the first target position in the second scene, a migration confirmation control is displayed; wherein, the first target position is located in the target scene area; in response to a confirmation operation on the migration confirmation control, the target object is migrated to the first target position.

[0123] In response to an object identifier moving to a specified area of ​​the second scene screen, the second scene screen is controlled to change, so that the scene area displayed in the second scene screen changes.

[0124] In response to the release of the map area corresponding to the object identifier in the target scene area, the first scene screen is switched to the second scene screen corresponding to the target scene area; wherein, the second scene screen includes the target object; the target object is located in the target scene area.

[0125] In response to a position adjustment operation applied to the target object, confirm the second target position corresponding to the position adjustment operation and display a migration confirmation control; in response to a confirmation operation on the migration confirmation control, migrate the target object to the second target position.

[0126] In this method, during the movement of the object identifier of the target object, the scene screen is changed by triggering the scene map, thereby migrating the target object to the target area. This method of migrating objects is simple and quick, has a low understanding cost, improves the success rate of object migration, and thus improves the smoothness of game operation and game experience.

[0127] The computer program products of the game interaction control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0128] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0129] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0130] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0131] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0132] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for interactive control of a game, characterized in that, A graphical user interface is provided through the terminal device; The graphical user interface displays the first scene of the game scene; The game scene includes a target object to be migrated; the method includes: In response to an object migration trigger operation, at least a portion of the game scene map is displayed in the graphical user interface; wherein, the scene map includes: a map area corresponding to the target scene area to be migrated; the target scene area includes: the alliance territory of the alliance to which the target object belongs; the map area corresponding to the alliance territory is displayed in the scene map in a first display format; In response to a movement control operation, the object identifier of the target object is moved. In response to the relative state between the object identifier and the scene map satisfying a preset condition, the first scene screen is switched to display as the second scene screen corresponding to the target scene area; the step of switching the first scene screen to display as the second scene screen corresponding to the target scene area in response to the relative state between the object identifier and the scene map satisfying a preset condition includes: in response to the object identifier moving to the map area corresponding to the alliance territory, the first scene screen is switched to display as the second scene screen corresponding to the alliance territory; In response to a trigger operation on the second scene screen, the target object is moved to the target scene area.

2. The method according to claim 1, characterized in that, The step of displaying at least a portion of a scene map of the game scene in the graphical user interface in response to an object migration trigger operation includes: In response to a trigger action on the migration control, determine the alliance to which the target object belongs; The target scene area is determined based on the alliance territory of the alliance to which it belongs, and the scene map is displayed in the graphical user interface; wherein, the scene map is displayed in a partial area of ​​the graphical user interface; the scene map is located above the first scene screen.

3. The method according to claim 1, characterized in that, The first scene frame includes the target object; the step of controlling the object identifier of the target object to move in response to a motion control operation includes: In response to a sliding operation originating from the target object, an object identifier for the target object is generated, and the object identifier is controlled to move following the touch point position of the sliding operation.

4. The method according to claim 1, characterized in that, The step of switching the first scene view to the second scene view corresponding to the alliance territory in response to the object identifier moving to the map area corresponding to the alliance territory includes: In response to the object identifier moving to the map area corresponding to the alliance territory, a first timer indicator is displayed; wherein, the display state of the first timer indicator changes with the duration of the timer. In response to the timeout period reaching a preset first duration, the first scene screen is switched to display as the second scene screen corresponding to the alliance territory.

5. The method according to claim 1, characterized in that, The method further includes: In response to the object identifier moving to the map area corresponding to the alliance territory, the display state of the object identifier is updated to match the object identifier with the map area corresponding to the alliance territory; wherein, the display state includes the displayed content, display size, or display transparency.

6. The method according to claim 1, characterized in that, The method further includes: In response to the object identifier moving to the map area corresponding to the alliance territory, the map area corresponding to the alliance territory is displayed in a second display format; wherein the second display format indicates that the map area corresponding to the alliance territory is selected.

7. The method according to claim 1, characterized in that, The target scene area includes: the scene sub-area where the alliance territory of the alliance to which the target object belongs is located; the map area corresponding to the scene sub-area is displayed in the scene map in a third display format; The step of switching the first scene view to the second scene view corresponding to the target scene area in response to the relative state between the object identifier and the scene map satisfying a preset condition includes: In response to the object identifier moving to the map area corresponding to the scene sub-region, monitor the duration of the object identifier's stay in the map area corresponding to the scene sub-region; In response to the dwell time reaching a preset second duration, the scene map is zoomed in to display the map area corresponding to the alliance territory of the alliance to which the target object belongs in the scene map; In response to the object identifier moving to the map area corresponding to the alliance territory, the first scene screen is switched to display the second scene screen corresponding to the alliance territory.

8. The method according to claim 7, characterized in that, The step of switching the first scene view to the second scene view corresponding to the alliance territory in response to the object identifier moving to the map area corresponding to the alliance territory includes: In response to the object identifier moving to the map area corresponding to the alliance territory, the map area corresponding to the alliance territory is displayed in a fourth display format; wherein, the fourth display format indicates that the map area corresponding to the alliance territory is selected; Display a second timing indicator; wherein the display status of the second timing indicator changes as the timing duration changes; In response to the timeout period reaching a preset second duration, the first scene screen is switched to display the second scene screen corresponding to the alliance territory.

9. The method according to claim 1, characterized in that, After the step of switching the first scene view to the second scene view corresponding to the target scene area in response to the relative state between the object identifier and the scene map satisfying a preset condition, the method further includes: The object identifier of the target object is controlled to move along with the touch point position of the movement control operation; wherein, during the movement of the object identifier, the scene map is displayed with a preset transparency.

10. The method according to claim 1, characterized in that, The step of migrating the target object to the target scene area in response to a trigger operation on the second scene screen includes: In response to a move-release operation applied to a first target position in the second scene, a migration confirmation control is displayed; wherein, the first target position is located in the target scene area; In response to a confirmation operation on the migration confirmation control, the target object is migrated to the first target location.

11. The method according to claim 10, characterized in that, Before displaying the migration confirmation control in response to a movement release operation applied to the target position in the second scene, the method further includes: In response to the object identifier moving to a designated area of ​​the second scene screen, the second scene screen is controlled to change, so that the scene area displayed in the second scene screen changes.

12. The method according to claim 1, characterized in that, The step of switching the first scene view to the second scene view corresponding to the target scene area in response to the relative state between the object identifier and the scene map satisfying a preset condition includes: In response to the release of the object identifier in the map area corresponding to the target scene area, the first scene screen is switched to display as a second scene screen corresponding to the target scene area; wherein the second scene screen includes the target object; the target object is located in the target scene area.

13. The method according to claim 12, characterized in that, The step of migrating the target object to the target scene area in response to a trigger operation on the second scene screen includes: In response to a position adjustment operation applied to the target object, the second target position corresponding to the position adjustment operation is confirmed, and a migration confirmation control is displayed. In response to a confirmation operation on the migration confirmation control, the target object is migrated to the second target location.

14. An interactive control device for a game, characterized in that, A graphical user interface is provided through the terminal device; The graphical user interface displays the first scene of the game scene; The game scene includes a target object to be migrated; the device includes: A map display module is configured to display at least a portion of the game scene map in the graphical user interface in response to an object migration trigger operation; wherein the scene map includes: a map area corresponding to the target scene area to be migrated; the target scene area includes: the alliance territory of the alliance to which the target object belongs; the map area corresponding to the alliance territory is displayed in the scene map in a first display format; The movement control module is used to control the movement of the object identifier of the target object in response to a movement control operation; The screen switching module is used to switch the first scene screen to the second scene screen corresponding to the target scene area in response to the relative state between the object identifier and the scene map meeting a preset condition; the screen switching module is also used to switch the first scene screen to the second scene screen corresponding to the alliance territory in response to the object identifier moving to the map area corresponding to the alliance territory. The migration module is used to respond to a trigger operation on the second scene screen and migrate the target object to the target scene area.

15. An electronic device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive control method of the game according to any one of claims 1-13.

16. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game as described in any one of claims 1-13.