Interactive control method, device and electronic equipment for a game

By displaying item distribution markers on the game scene map, the problem of players having difficulty identifying game stalls and trading items is solved, enabling more efficient item trading and stall operations, and improving the game experience.

CN115804948BActive 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
2022-11-16
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

In online games, players often struggle to efficiently identify game stalls and the types and locations of traded items, resulting in a poor gaming experience.

Method used

By displaying item distribution markers on the game scene map, indicating the types and density of items to be traded, players can enter the target game scene to trade or set up items by triggering an action.

Benefits of technology

It improves the player's gaming experience, enabling players to quickly find the items they need and determine the scene area to enter, thus increasing trading efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides an interactive control method and device of a game and electronic equipment, in response to a map display triggering event of a game scene, a scene map of the game scene is displayed, and a prop distribution identifier is displayed in the scene map; wherein the prop distribution identifier indicates the distribution of the type and / or density of the to-be-traded props in the game scene; in response to a triggering operation on a first identifier in the prop distribution identifier, a target game scene of a scene area indicated by the first identifier is controlled to be displayed by a graphical user interface. In this way, by displaying the prop distribution identifier in the game scene map, the player can clearly know the type and density of the to-be-traded props in the game scene, so as to determine the scene area to be entered, and the game experience of the player is improved.
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Description

Technical Field

[0001] This invention relates to the field of game interaction technology, and more specifically, to a game interaction control method, device, and electronic device. Background Technology

[0002] In some online games, to enable players to control virtual characters and trade virtual items with other virtual characters, it's common to support setting up stalls in designated game areas. However, because there are usually many stalls and a wide variety of traded items, the location of stalls may differ between different game servers. Players need to identify each stall and its items, which is inefficient and leads to a poor 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, so that players can clearly know the types and density of items to be traded in the game scene, thereby improving the player's gaming experience.

[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, providing a graphical user interface through a terminal device; the method includes: responding to a map display trigger event for a game scene, displaying a scene map of the game scene, and displaying item distribution markers in the scene map; wherein, the item distribution markers indicate the distribution of the types and / or density of items to be traded in the game scene; responding to a trigger operation for a first marker in the item distribution markers, controlling the graphical user interface to display a target game scene of the scene area indicated by the first marker; the items to be traded in the target game scene are set and / or traded by virtual objects located in the target game scene.

[0005] Secondly, embodiments of the present invention provide an interactive control device for a game, which provides a graphical user interface (GUI) through a terminal device; the GUI displays a scene of the game scene where the controlled virtual object is located; the device includes: an item distribution identifier display module, used to respond to a map display trigger event for the game scene, display a scene map of the game scene, and display item distribution identifiers in the scene map; wherein, the item distribution identifiers indicate the distribution of the types and / or density of items to be traded in the game scene; a scene area display module, used to respond to a trigger operation for a first identifier in the item distribution identifiers, and control the GUI to display the target game scene of the scene area indicated by the first identifier; the items to be traded in the target game scene are set and / or traded by virtual objects located in the target game scene.

[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 above-mentioned interactive control method for the 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 above-described interactive control method for the game.

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

[0009] The aforementioned interactive control method, device, and electronic device for a game, in response to a map display trigger event for the game scene, displays a scene map of the game scene, and displays item distribution markers on the scene map; wherein, the item distribution markers indicate the distribution of the types and / or density of items to be traded in the game scene; in response to a trigger operation on a first marker in the item distribution markers, the graphical user interface is controlled to display the target game scene of the scene area indicated by the first marker; the items to be traded in the target game scene are set and / or traded by virtual objects located in the target game scene. In this method, by displaying item distribution markers on the game scene map, players can clearly know the types and density of items to be traded in the game scene, thereby determining the scene area they want to enter, improving the player's 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 A schematic diagram of another scene map provided in an embodiment of the present invention;

[0016] Figure 4 A schematic diagram of another scene map provided in an embodiment of the present invention;

[0017] Figure 5 This is a schematic diagram of a prop display window provided in an embodiment of the present invention;

[0018] Figure 6 A schematic diagram of another prop distribution identifier provided in an embodiment of the present invention;

[0019] Figure 7 A schematic diagram of the structure of a game interaction control device provided in an embodiment of the present invention;

[0020] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0021] 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.

[0022] Some online games support setting up stalls within the game world, typically designating specific areas for this purpose. The specific areas designated for selling the same tradeable item may differ across game servers. These designated areas usually contain a large number of stalls and offer a wide variety of items. Players often need to identify the stalls and their contents, frequently struggling to find the items they want to buy, leading to a poor gaming experience.

[0023] Based on this, the present invention provides a game interactive control method, device and electronic device, which can be applied to various game scenarios that require indicating scene information.

[0024] In one embodiment of this invention, 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, it 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, embodiments of the present invention provide an interactive control method for games, providing a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interactive system. Figure 1 As shown, this method includes the following steps:

[0028] Step S102: In response to the map display trigger event for the game scene, display the scene map of the game scene and display the item distribution markers in the scene map; wherein, the item distribution markers indicate the distribution of the types and / or density of the items to be traded in the game scene.

[0029] The aforementioned map-triggered display event can be triggered by the player clicking or long-pressing the trigger control on the scene map displayed in the graphical user interface, or by the player clicking a link in the game system message that navigates to the scene map. Various settings can be configured according to needs, and no restrictions are imposed here.

[0030] Typically, a game scene includes several main areas. For example, in open-world exploration games, the main game scenes might include desert areas, ocean areas, and land areas. These main areas can be further divided into smaller areas based on their function or other preset attributes. For instance, a desert area could be divided into Sand King Area, Desert King Area, and Green King Area based on preset territories for non-player characters. The game scene map can be displayed according to preset levels of detail, such as showing only the main areas or simultaneously displaying the smaller areas within the main areas. The scene map can also display designated indicators for areas with pending game tasks. Various settings can be configured as needed, and no restrictions are placed here.

[0031] Typically, game scenes include various tradable items. The aforementioned item distribution markers are used to indicate the distribution of the types and / or density of tradable items within the game scene. Specifically, they can indicate which areas in the game scene different types of tradable items can be traded, and also indicate the quantity and density of tradable items in those areas.

[0032] When trading items in a game scene, game stalls are typically used as the trading location. A game scene usually has a designated area where players can set up their game stalls. The item distribution markers mentioned above can consist of sub-markers corresponding to each game stall. Different colors can be pre-assigned to each type of item available for trading. Each game stall's sub-marker can consist of color dots corresponding to the items being traded at that stall. For example... Figure 2 As shown in the diagram, the black and white dots indicate the items for sale at stall A. The size of each dot corresponds to a set quantity range. The size of the black dot corresponds to 10-20 items, and the size of the white dot corresponds to 20-30 items.

[0033] Game stalls are typically numerous in game scenes, but due to the limited display scale of the scene map, the displayed area of ​​a scene containing game stalls is usually small. If item distribution markers are composed of sub-identifiers of game stalls, these markers often overlap on the map, making it difficult for players to clearly see the item distribution markers and thus determine the type or quantity of items they represent for trade. The scene area used for game stalls can be divided into multiple zones based on the scene map's display scale. These zones can be divided according to pre-defined zone size parameters. For example, each 5x5 zone used for game stalls can be divided into a separate scene area. Alternatively, a scene area containing two game stalls can be divided into a separate scene area. Specific settings can be configured according to needs and are not limited here.

[0034] After dividing the scene into regions, item distribution markers for each region can be displayed on the map at their respective locations. Similarly, different colors can represent different items available for trade, the size of the colored area can indicate the quantity or density of the items within that region, and the shade of the color can also indicate the quantity or density of the items within that region. For example... Figure 3 As shown in the diagram, the circles represent the item distribution markers for scene area A. The white and gray areas within the circles represent different types of items available for trade, while the shaded areas do not represent any items. The central angle of each area is proportional to the quantity of the corresponding items available for trade or their density within that scene area; this ratio can be preset as needed.

[0035] Step S104: In response to the trigger operation of the first identifier in the item distribution identifier, control the graphical user interface to display the target game scene of the scene area indicated by the first identifier; the items to be traded in the target game scene are set and / or traded by the virtual objects in the target game scene.

[0036] As mentioned above, there are usually multiple item distribution markers, corresponding to pre-defined scene areas. The triggering operation can be a click or long-press on the first marker among the item distribution markers. At this point, it can be assumed that the player wants to control a virtual object to enter the scene area corresponding to the first marker; that is, the target game scene indicated by the first marker can be displayed in the graphical user interface. The items available for trade in this target game scene can be set up for sale by the virtual object within the target game scene, and the virtual object can also purchase these items. After controlling the virtual object to enter this scene area, the player can quickly find the items they need for trade and can also set up a game stall in this scene area as needed.

[0037] The aforementioned interactive control method for a game responds to a map display trigger event for the game scene, displays a scene map of the game scene, and shows item distribution markers on the scene map. These item distribution markers indicate the distribution of the types and / or density of items to be traded within the game scene. Responding to a trigger operation on a first marker within the item distribution markers, the graphical user interface is controlled to display the target game scene area indicated by the first marker. Items to be traded in the target game scene are set and / or traded by virtual objects located within the target game scene. This method, by displaying item distribution markers on the game scene map, allows players to clearly understand the types and density of items to be traded in the game scene, thereby enabling them to determine the desired scene area and improving the player's gaming experience.

[0038] The following embodiment provides a specific method for responding to a map display trigger event for a game scene, displaying a scene map of the game scene, and displaying item distribution markers in the scene map.

[0039] Multiple item trading areas can be pre-defined within the game scene. Specifically, these areas are divided according to the distribution of game stalls within the scene. For example, if game stalls are concentrated in a certain area, this area can be divided into multiple item trading areas corresponding to preset size parameters. Correspondingly, multiple item distribution markers are also provided, each corresponding to one of the item trading areas. When displaying these markers, the marker for each trading area can be displayed at its corresponding location on the scene map. For example... Figure 4 As shown, the largest dotted line area in the scene map represents the scene area including all game stalls. Each square area in this area represents a divided item trading area, and the display location of each item trading area on the map shows its corresponding item distribution indicator.

[0040] In the process of displaying the item distribution markers corresponding to the item trading area, it is first necessary to obtain the types and quantities of items to be traded in the item trading area. Then, based on the types and quantities of items to be traded in the item trading area, the display parameters of the item distribution markers corresponding to the item trading area are determined. The display parameters can be color or size, or both. Then, based on the display parameters, the item distribution markers corresponding to the item trading area are displayed at the corresponding locations on the scene map.

[0041] The item trading area typically features multiple game stalls; these stalls are used to trade virtual items that control the game stalls. To obtain the types and quantities of items available for trading in the item trading area, it's usually necessary to retrieve the types and quantities of items available for trading for each game stall within the area. Finally, based on the obtained types and quantities of traded items, a total count of the types and quantities of items available for trading in the item trading area is generated.

[0042] When display parameters include display color, if there are multiple types of items to be traded in the item trading area, the item distribution marker will have display areas corresponding to multiple types of items to be traded. Specifically, for each type of item to be traded, the color type of the display area corresponding to that item in the item distribution marker is determined. For example, several display colors can be preset, such as red, yellow, green, cyan, blue, and purple. The items to be traded are sorted based on the first letter of their names, and a corresponding color type is set for each item based on the sorting result. After determining the color type, the density of the items to be traded in the item trading area can be calculated based on the quantity of items to be traded and the size parameters of the item trading area. Then, based on the density of the items to be traded in the item trading area and a preset first density threshold, the brightness of the display color of the display area corresponding to that item in the item distribution marker is determined. In layman's terms, the brightness of a color is the lightness or darkness of the color. It can be calculated by the ratio of the density of the item to be traded to a first density threshold, and then the brightness of the color can be set based on this ratio. For example, the ratio can be multiplied by a preset value, and the result of the multiplication can be determined as the brightness of the color.

[0043] When the display parameters include display size, the type of item to be traded can be represented by its identifier, and the density of the item to be traded can be represented by the display size. When the display parameters include both display color and display size, the type of item to be traded can be represented by its corresponding display color, and the density of the item to be traded can be represented by the display size.

[0044] When a player opens the scene map, in response to a map display trigger event, the scene map and an item selection control are displayed. The item selection control is used to select a target item and / or target quest. This control can be placed in the lower right corner of the graphical user interface or another location. Players can select a target item or quest, triggering an edit operation on the item selection control. Based on the edited content, the target item is determined, and an item distribution marker is displayed in the target area on the scene map. The target area includes the target item among the items available for trade. The item distribution marker indicates the distribution of the target item within the game scene. In this case, the item distribution is only displayed in the scene area containing the target item.

[0045] When a player controls a controlled virtual character to enter the scene area indicated by the first marker, the graphical user interface displays a game stall setup control. The player can select this control, and in response to the selection, a window displaying the items corresponding to the controlled virtual object is displayed. This window shows selection controls for the virtual items owned by the controlled virtual object. The player can select the selection control for the virtual item they wish to sell; this virtual item can be referred to here as the first item. In response to the selection control of the first item among the virtual items owned by the controlled virtual object, a compatibility indicator for the first item is displayed. This compatibility indicator shows the compatibility parameters between the first item and the scene area corresponding to the first marker.

[0046] The aforementioned matching parameters are generated based on the quantity of the first prop in the scene area corresponding to the first identifier and the size parameters of the scene area. Specifically, in response to the selection operation of the selection control of the first prop among the virtual props owned by the controlled virtual object, the quantity of the first prop in the scene area corresponding to the first identifier can be obtained; based on the quantity of the first prop and the size parameters of the scene area, the density of the first prop in the scene area is calculated; based on the density of the first prop in the scene area and a preset second density threshold, the matching parameters between the first prop and the scene area corresponding to the first identifier are determined; for example, the ratio of the density to the second density threshold can be determined as the matching parameter; and then, based on the matching parameters, the matching degree indicator corresponding to the first prop can be displayed.

[0047] The aforementioned matching parameters include high matching, medium matching, or low matching. High matching means the density of the first prop in the scene area corresponding to the first identifier is higher than a certain higher threshold; medium matching means the density of the first prop in the scene area corresponding to the first identifier is lower than a certain higher threshold but higher than a certain lower threshold; high matching means the density of the first prop in the scene area corresponding to the first identifier is lower than a certain lower threshold. If the matching parameter is low matching, in addition to displaying the matching indicator for the first prop, an indicator for the reference area corresponding to the first prop also needs to be displayed; wherein, the matching indicator indicates that the first prop has a low matching degree with the scene area corresponding to the first identifier; the reference area includes scene areas with a high matching degree with the first prop. For example... Figure 5 As shown, 50% of the parameters represent the matching parameters of the scene area corresponding to the first prop and the first identifier.

[0048] The aforementioned item display window also includes a confirmation control, such as... Figure 5 As shown. When the player selects this control, in response to confirming the selection, the game stall corresponding to the first item is displayed at the location of the controlled virtual character in the scene area.

[0049] Generally speaking, the first item includes multiple types of virtual items; when displaying the game stall corresponding to the first item, the game stall corresponding to the first item and the item icons of multiple types of first items can be displayed at the position of the controlled virtual character in the game scene based on the matching parameters of the scene area corresponding to the first item and the matching parameters of the first item; the item icons are arranged from largest to smallest according to the matching parameters.

[0050] When the items to be traded in the scene area corresponding to the first identifier change, such as when other players set up new game stalls or sell items to be traded, the matching parameters between the first item and the scene area corresponding to the first identifier can be updated in response to the change event. Based on the updated matching parameters, the item identifiers of multiple types of first items are updated and displayed. The item identifiers are arranged from largest to smallest according to the updated matching parameters.

[0051] In addition, after updating the matching parameters, for each type of first item, it can be determined whether the matching parameters of the updated first item and the scene area corresponding to the first identifier include low matching degree; if so, the split stall corresponding to the game stall is displayed in the reference area corresponding to the first item; the reference area includes scene areas with high matching degree with the first item; the split stall is used to sell the first item with low matching degree with the original scene area.

[0052] This invention also provides another method for interactive control of games. This method... Figure 1 This method is implemented based on the method shown. It divides the game scene into areas designated for street vending, creating individual vending areas. The map then displays the types and density of items sold in each vending area; these items are virtual props. Specifically, this can be achieved in the following ways:

[0053] 1. Divide the scene area in the game used for setting up stalls into equal parts to obtain multiple stall areas with an area of ​​A, and obtain the types and quantities of items sold in each stall area.

[0054] 2. If the designated area contains stalls selling different types of goods, the area can be further subdivided to create different sized sections for each type of item. For example... Figure 6 As shown, the stall area is divided into two areas, namely Area A and Area B. Area A includes stalls selling item A, and Area B includes stalls selling item B.

[0055] 3. Determine the density of stalls in each area. For example, if a 10-square-meter stall area includes 2 stalls, then the average stall size is 5 square meters.

[0056] 4. On the map, at the corresponding location of each stall area, the type and density of the current stalls in that area are displayed, which can be shown using the aforementioned item distribution markers. These markers can specifically divide areas into different types of items using color blocks, with varying shades based on density. For example... Figure 6 As shown, item A and item B are sold in area A, with different shades of gray representing the different densities of item A and item B.

[0057] After the map displays the types and density of stall areas, players can click on the item distribution markers to reach the corresponding stall area. Once inside the stall area, players can set up a stall at a specific location and obtain the most densely packed stall items in that area. The system also retrieves the player's item data, displays the compatibility of each item with the location, and provides suggested locations for stalls with low compatibility.

[0058] After a player sets up a stall, the display order of items within that stall can be changed in real time based on the density of all types of items within the stall area (also known as seasonal variation). Virtual stalls can also be created for players, automatically splitting the stall content and relocating it to locations with higher suitability.

[0059] In addition, when players open the map, they can select desired items and their desired / related tasks. The system can then analyze the player's selection, determine the desired items, and display the density of those desired items separately on the map.

[0060] This method displays distribution parameters such as the types and density of items in each stall area, allowing players to set up stalls in suitable locations, thus improving the efficiency of selling goods and finding items at stalls.

[0061] For the above method embodiments, see Figure 7 The illustrated game interactive control device provides a graphical user interface via a terminal device; the device includes:

[0062] The prop distribution indicator display module 902 is used to respond to a map display trigger event for the game scene, display the scene map of the game scene, and display prop distribution indicators in the scene map; wherein, the prop distribution indicator indicates: the distribution of the types and / or density of the props to be traded in the game scene;

[0063] The scene area display module 904 is used to respond to the trigger operation of the first identifier in the item distribution identifier and control the graphical user interface to display the target game scene of the scene area indicated by the first identifier; the items to be traded in the target game scene are set and / or traded by virtual objects in the target game scene.

[0064] The aforementioned interactive control device for a game responds to a map display trigger event for the game scene, displays a scene map of the game scene, and shows item distribution markers on the scene map. These item distribution markers indicate the distribution of the types and / or density of items to be traded within the game scene. Responding to a trigger operation on a first marker within the item distribution markers, the device controls the graphical user interface to display the target game scene area indicated by the first marker. Items to be traded in the target game scene are set and / or traded by virtual objects located within the target game scene. In this method, by displaying item distribution markers on the game scene map, players can clearly understand the types and density of items to be traded in the game scene, thereby determining the desired scene area and improving the player's gaming experience.

[0065] The game scene mentioned above includes multiple item trading areas; the item trading areas are divided according to the distribution of game stalls in the game scene; there are multiple item distribution markers; the item distribution marker display module mentioned above is also used to: for each item trading area, display the item distribution marker corresponding to the item trading area at the corresponding position in the scene map.

[0066] The aforementioned item distribution indicator display module is also used to: obtain the types and quantities of items to be traded in the item trading area; determine the display parameters of the item distribution indicator corresponding to the item trading area based on the types and quantities of items to be traded in the item trading area; the display parameters include display color and / or display size; and display the item distribution indicator corresponding to the item trading area at the location corresponding to the item trading area in the scene map based on the display parameters.

[0067] The aforementioned display parameters include display color; the item trading area contains multiple types of items to be traded; the item distribution markers include display areas corresponding to multiple types of items to be traded; the aforementioned item distribution marker display module is further used to: for each type of item to be traded, determine the color type of the display color of the display area corresponding to the item in the item distribution marker; calculate the density of the items to be traded in the item trading area based on the quantity of items to be traded and the size parameters of the item trading area; and determine the brightness of the display color of the display area corresponding to the item in the item distribution marker based on the density of the items to be traded in the item trading area and a preset first density threshold.

[0068] The aforementioned item trading area is equipped with multiple game stalls; the game stalls are used to trade virtual objects that control the game stalls and the items to be traded; the aforementioned item distribution identification display module is also used to: for each game stall in the item trading area, obtain the types and quantities of items to be traded at the game stall; based on the obtained types and quantities of items to be traded, count the types and quantities of items to be traded in the item trading area.

[0069] The aforementioned item distribution indicator display module is also used to: respond to a map display trigger event in response to the game scene map, display the game scene map and an item selection control; the item selection control is used to: select a target item and / or a target task; respond to an editing operation on the item selection control, and determine the target item based on the edit content corresponding to the editing operation; display an item distribution indicator in the target area of ​​the scene map; the items to be traded in the target area include the target item; wherein, the item distribution indicator indicates: the scene distribution of the target item in the game scene.

[0070] The aforementioned graphical user interface displays game stall setting controls; the aforementioned device further includes: an item display window module, used to display an item display window corresponding to the controlled virtual object in response to a selection operation of the game stall setting controls; the controlled virtual object is controlled by a terminal device; the item display window displays selection controls corresponding to the virtual items owned by the controlled virtual object; a compatibility display module, used to display a compatibility indicator corresponding to the first item in response to a selection operation of the selection control of the first item among the virtual items owned by the controlled virtual object; wherein, the compatibility indicator is used to indicate the compatibility parameters of the first item and the scene area corresponding to the first indicator; the compatibility parameters are generated based on the quantity of the first item in the scene area corresponding to the first indicator and the size parameters of the scene area.

[0071] The aforementioned fit display module is further configured to: respond to the selection operation of the selection control of the first prop among the virtual props owned by the controlled virtual object, obtain the number of the first props in the scene area corresponding to the first identifier; calculate the density of the first props in the scene area based on the number of the first props and the size parameters of the scene area; determine the fit parameters between the first props and the scene area corresponding to the first identifier based on the density of the first props in the scene area and a preset second density threshold; and display the fit indicator corresponding to the first prop based on the fit parameters.

[0072] The aforementioned matching parameters include high matching degree, medium matching degree, or low matching degree; the aforementioned matching degree display module is further used to: if the matching parameters include low matching degree, display the matching degree indicator corresponding to the first prop, and the indicator of the reference area corresponding to the first prop; wherein, the matching degree indicator indicates that the matching degree between the first prop and the scene area corresponding to the first indicator is low; the reference area includes the scene area with high matching degree with the first prop.

[0073] The aforementioned prop display window also includes a confirmation control; the aforementioned device also includes a game stall display module, used to: in response to the selection operation of the confirmation control, display the game stall corresponding to the first prop at the position of the controlled virtual character in the scene area.

[0074] The aforementioned first prop includes multiple types of virtual props; the aforementioned game stall display module is also used to: display the game stall corresponding to the first prop and the prop icons of multiple types of first props at the location of the controlled virtual character in the game scene based on the matching parameters of the scene areas corresponding to the first icons of the multiple types of first props; the prop icons are arranged from largest to smallest according to the matching parameters.

[0075] The aforementioned device further includes: a first matching parameter update module, used to update the matching parameters of the first item and the scene area corresponding to the first identifier in response to a change event of the item to be traded in the scene area corresponding to the first identifier; an item identifier display update module, used to update and display the item identifiers of multiple types of first items based on the updated matching parameters; the item identifiers are arranged from largest to smallest according to the updated matching parameters.

[0076] The aforementioned first item includes multiple types of virtual items; the matching parameters include high matching degree, medium matching degree, or low matching degree; the aforementioned device further includes: a second matching parameter update module, used to update the matching parameters of the first item and the scene area corresponding to the first identifier in response to a change event of the item to be traded in the scene area corresponding to the first identifier; a matching parameter judgment module, used to determine, for each type of first item, whether the updated matching parameters of the first item and the scene area corresponding to the first identifier include low matching degree; and a split stall display module, used to display the split stall corresponding to the game stall in the reference area corresponding to the first item if so; the reference area includes scene areas with high matching degree with the first item.

[0077] 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, for example:

[0078] In response to a map display trigger event for the game scene, the system displays a scene map of the game scene, showing item distribution markers within the scene map. These item distribution markers indicate the distribution of the types and / or density of items to be traded within the game scene. In response to a trigger operation for a first marker among the item distribution markers, the system controls the graphical user interface to display the target game scene of the scene area indicated by the first marker. Items to be traded in the target game scene are set and / or traded by virtual objects located within the target game scene.

[0079] The above method displays item distribution markers on the game scene map, allowing players to clearly know the types and density of tradeable items in the game scene, thus enabling them to determine the scene area they want to enter and improving the player's gaming experience.

[0080] Optionally, the game scene mentioned above includes multiple item trading areas; the item trading areas are divided according to the distribution of game stalls in the game scene; there are multiple item distribution markers; the step of displaying the item distribution markers in the scene map includes: for each item trading area, displaying the item distribution marker corresponding to the item trading area at the corresponding position in the scene map.

[0081] Optionally, the step of displaying the item distribution marker corresponding to the item trading area at the location corresponding to the item trading area in the scene map includes: obtaining the types and quantities of items to be traded in the item trading area; determining the display parameters of the item distribution marker corresponding to the item trading area based on the types and quantities of items to be traded in the item trading area; the display parameters include display color and / or display size; and displaying the item distribution marker corresponding to the item trading area at the location corresponding to the item trading area in the scene map based on the display parameters.

[0082] Optionally, the above display parameters include display color; the item trading area has multiple types of items to be traded; the item distribution marker includes display areas corresponding to multiple types of items to be traded; the step of determining the display parameters of the item distribution marker corresponding to the item trading area based on the types and quantities of items to be traded in the item trading area includes: for each type of item to be traded, determining the color type of the display color of the display area corresponding to the item distribution marker in the item distribution marker; calculating the density of the items to be traded in the item trading area based on the quantity of items to be traded and the size parameters of the item trading area; and determining the brightness of the display color of the display area corresponding to the item distribution marker based on the density of the items to be traded in the item trading area and a preset first density threshold.

[0083] Optionally, multiple game stalls are set up in the above-mentioned item trading area; the game stalls are used to trade items that are to be traded, which control the virtual objects of the game stalls; the step of obtaining the types and quantities of items to be traded in the item trading area includes: for each game stall in the item trading area, obtaining the types and quantities of items to be traded in the game stall; based on the obtained types and quantities of items to be traded, counting the types and quantities of items to be traded in the item trading area.

[0084] Optionally, the steps of responding to the map display trigger event of the game scene, displaying the scene map of the game scene, and displaying item distribution markers in the scene map include: responding to the map display trigger event of the game scene, displaying the scene map of the game scene, and an item selection control; the item selection control is used to: select a target item and / or a target task; responding to an editing operation on the item selection control, determining the target item based on the editing content corresponding to the editing operation; displaying item distribution markers in the target area of ​​the scene map; the items to be traded in the target area include the target item; wherein, the item distribution markers indicate: the scene distribution of the target item in the game scene.

[0085] Optionally, the graphical user interface displays game booth setting controls; after controlling the graphical user interface to display the target game scene of the scene area indicated by the first identifier, the method further includes: in response to a selection operation on the game booth setting controls, displaying an item display window corresponding to the controlled virtual object; the controlled virtual object is controlled by a terminal device; the item display window displays selection controls corresponding to the virtual items owned by the controlled virtual object; in response to a selection operation on the selection control of the first item among the virtual items owned by the controlled virtual object, displaying a compatibility indicator corresponding to the first item; wherein, the compatibility indicator is used to indicate the compatibility parameters between the first item and the scene area corresponding to the first identifier; the compatibility parameters are generated based on the quantity of the first item in the scene area corresponding to the first identifier and the size parameters of the scene area.

[0086] Optionally, the step of displaying the compatibility indicator corresponding to the first prop in response to the selection operation of the selection control of the first prop among the virtual props owned by the controlled virtual object includes: in response to the selection operation of the selection control of the first prop among the virtual props owned by the controlled virtual object, obtaining the number of the first props in the scene area corresponding to the first indicator; calculating the density of the first props in the scene area based on the number of the first props and the size parameters of the scene area; determining the compatibility parameters between the first props and the scene area corresponding to the first indicator based on the density of the first props in the scene area and a preset second density threshold; and displaying the compatibility indicator corresponding to the first prop based on the compatibility parameters.

[0087] Optionally, the aforementioned matching parameters include high matching degree, medium matching degree, or low matching degree; the step of displaying the matching degree indicator corresponding to the first prop based on the matching parameters includes: if the matching parameters include low matching degree, displaying the matching degree indicator corresponding to the first prop and an identifier of the reference area corresponding to the first prop; wherein, the matching degree indicator indicates that the first prop has a low matching degree with the scene area corresponding to the first identifier; the reference area includes a scene area with a high matching degree with the first prop.

[0088] Optionally, the aforementioned prop display window further includes a confirmation control; in response to the selection operation of the selection control of the first prop among the virtual props owned by the controlled virtual object, after displaying the compatibility indicator corresponding to the first prop, the method further includes: in response to the selection operation of the confirmation control, displaying the game stall corresponding to the first prop at the position of the controlled virtual character in the scene area.

[0089] Optionally, the aforementioned first prop includes multiple types of virtual props; the step of displaying the game stall corresponding to the first prop at the location of the controlled virtual character in the game scene includes: displaying the game stall corresponding to the first prop at the location of the controlled virtual character in the game scene based on the matching parameters of the scene area corresponding to the first prop and the first identifier, as well as the prop identifiers of the multiple types of first props; the prop identifiers are arranged from largest to smallest according to the matching parameters.

[0090] Optionally, after displaying the game stall corresponding to the first item and the item identifier of the first item at the location of the controlled virtual character in the game scene based on the matching parameters of the scene area corresponding to the first item and the first identifier, the method further includes: updating the matching parameters of the first item and the scene area corresponding to the first identifier in response to a change event of the item to be traded in the scene area corresponding to the first identifier; updating the item identifiers of the first items of multiple types based on the updated matching parameters; and arranging the item identifiers in descending order according to the updated matching parameters.

[0091] Optionally, the aforementioned first item includes multiple types of virtual items; the matching parameters include high matching degree, medium matching degree, or low matching degree; in response to the selection operation of the confirmation control, after the game stall corresponding to the first item is displayed at the position of the controlled virtual character in the game scene, the above method further includes: in response to the change event of the item to be traded in the scene area corresponding to the first identifier, updating the matching parameters of the first item and the scene area corresponding to the first identifier; for each type of first item, determining whether the updated matching parameters of the first item and the scene area corresponding to the first identifier include low matching degree; if so, displaying the split stall corresponding to the game stall in the reference area corresponding to the first item; the reference area includes scene areas with high matching degree with the first item.

[0092] See Figure 8 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.

[0093] Furthermore, Figure 8The 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.

[0094] 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 8 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.

[0095] 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.

[0096] 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.

[0097] The present invention provides a game interaction control method, apparatus, and electronic device, including 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 example:

[0098] In response to a map display trigger event for the game scene, the system displays a scene map of the game scene, showing item distribution markers within the scene map. These item distribution markers indicate the distribution of the types and / or density of items to be traded within the game scene. In response to a trigger operation for a first marker among the item distribution markers, the system controls the graphical user interface to display the target game scene of the scene area indicated by the first marker. Items to be traded in the target game scene are set and / or traded by virtual objects located within the target game scene.

[0099] The above method displays item distribution markers on the game scene map, allowing players to clearly know the types and density of tradeable items in the game scene, thus enabling them to determine the scene area they want to enter and improving the player's gaming experience.

[0100] Optionally, the game scene mentioned above includes multiple item trading areas; the item trading areas are divided according to the distribution of game stalls in the game scene; there are multiple item distribution markers; the step of displaying the item distribution markers in the scene map includes: for each item trading area, displaying the item distribution marker corresponding to the item trading area at the corresponding position in the scene map.

[0101] Optionally, the step of displaying the item distribution marker corresponding to the item trading area at the location corresponding to the item trading area in the scene map includes: obtaining the types and quantities of items to be traded in the item trading area; determining the display parameters of the item distribution marker corresponding to the item trading area based on the types and quantities of items to be traded in the item trading area; the display parameters include display color and / or display size; and displaying the item distribution marker corresponding to the item trading area at the location corresponding to the item trading area in the scene map based on the display parameters.

[0102] Optionally, the above display parameters include display color; the item trading area has multiple types of items to be traded; the item distribution marker includes display areas corresponding to multiple types of items to be traded; the step of determining the display parameters of the item distribution marker corresponding to the item trading area based on the types and quantities of items to be traded in the item trading area includes: for each type of item to be traded, determining the color type of the display color of the display area corresponding to the item distribution marker in the item distribution marker; calculating the density of the items to be traded in the item trading area based on the quantity of items to be traded and the size parameters of the item trading area; and determining the brightness of the display color of the display area corresponding to the item distribution marker based on the density of the items to be traded in the item trading area and a preset first density threshold.

[0103] Optionally, multiple game stalls are set up in the above-mentioned item trading area; the game stalls are used to trade items that are to be traded, which control the virtual objects of the game stalls; the step of obtaining the types and quantities of items to be traded in the item trading area includes: for each game stall in the item trading area, obtaining the types and quantities of items to be traded in the game stall; based on the obtained types and quantities of items to be traded, counting the types and quantities of items to be traded in the item trading area.

[0104] Optionally, the steps of responding to the map display trigger event of the game scene, displaying the scene map of the game scene, and displaying item distribution markers in the scene map include: responding to the map display trigger event of the game scene, displaying the scene map of the game scene, and an item selection control; the item selection control is used to: select a target item and / or a target task; responding to an editing operation on the item selection control, determining the target item based on the editing content corresponding to the editing operation; displaying item distribution markers in the target area of ​​the scene map; the items to be traded in the target area include the target item; wherein, the item distribution markers indicate: the scene distribution of the target item in the game scene.

[0105] Optionally, the graphical user interface displays game booth setting controls; after controlling the graphical user interface to display the target game scene of the scene area indicated by the first identifier, the method further includes: in response to a selection operation on the game booth setting controls, displaying an item display window corresponding to the controlled virtual object; the controlled virtual object is controlled by a terminal device; the item display window displays selection controls corresponding to the virtual items owned by the controlled virtual object; in response to a selection operation on the selection control of the first item among the virtual items owned by the controlled virtual object, displaying a compatibility indicator corresponding to the first item; wherein, the compatibility indicator is used to indicate the compatibility parameters between the first item and the scene area corresponding to the first identifier; the compatibility parameters are generated based on the quantity of the first item in the scene area corresponding to the first identifier and the size parameters of the scene area.

[0106] Optionally, the step of displaying the compatibility indicator corresponding to the first prop in response to the selection operation of the selection control of the first prop among the virtual props owned by the controlled virtual object includes: in response to the selection operation of the selection control of the first prop among the virtual props owned by the controlled virtual object, obtaining the number of the first props in the scene area corresponding to the first indicator; calculating the density of the first props in the scene area based on the number of the first props and the size parameters of the scene area; determining the compatibility parameters between the first props and the scene area corresponding to the first indicator based on the density of the first props in the scene area and a preset second density threshold; and displaying the compatibility indicator corresponding to the first prop based on the compatibility parameters.

[0107] Optionally, the aforementioned matching parameters include high matching degree, medium matching degree, or low matching degree; the step of displaying the matching degree indicator corresponding to the first prop based on the matching parameters includes: if the matching parameters include low matching degree, displaying the matching degree indicator corresponding to the first prop and an identifier of the reference area corresponding to the first prop; wherein, the matching degree indicator indicates that the first prop has a low matching degree with the scene area corresponding to the first identifier; the reference area includes a scene area with a high matching degree with the first prop.

[0108] Optionally, the aforementioned prop display window further includes a confirmation control; in response to the selection operation of the selection control of the first prop among the virtual props owned by the controlled virtual object, after displaying the compatibility indicator corresponding to the first prop, the method further includes: in response to the selection operation of the confirmation control, displaying the game stall corresponding to the first prop at the position of the controlled virtual character in the scene area.

[0109] Optionally, the aforementioned first prop includes multiple types of virtual props; the step of displaying the game stall corresponding to the first prop at the location of the controlled virtual character in the game scene includes: displaying the game stall corresponding to the first prop at the location of the controlled virtual character in the game scene based on the matching parameters of the scene area corresponding to the first prop and the first identifier, as well as the prop identifiers of the multiple types of first props; the prop identifiers are arranged from largest to smallest according to the matching parameters.

[0110] Optionally, after displaying the game stall corresponding to the first item and the item identifier of the first item at the location of the controlled virtual character in the game scene based on the matching parameters of the scene area corresponding to the first item and the first identifier, the method further includes: updating the matching parameters of the first item and the scene area corresponding to the first identifier in response to a change event of the item to be traded in the scene area corresponding to the first identifier; updating the item identifiers of the first items of multiple types based on the updated matching parameters; and arranging the item identifiers in descending order according to the updated matching parameters.

[0111] Optionally, the aforementioned first item includes multiple types of virtual items; the matching parameters include high matching degree, medium matching degree, or low matching degree; in response to the selection operation of the confirmation control, after the game stall corresponding to the first item is displayed at the position of the controlled virtual character in the game scene, the above method further includes: in response to the change event of the item to be traded in the scene area corresponding to the first identifier, updating the matching parameters of the first item and the scene area corresponding to the first identifier; for each type of first item, determining whether the updated matching parameters of the first item and the scene area corresponding to the first identifier include low matching degree; if so, displaying the split stall corresponding to the game stall in the reference area corresponding to the first item; the reference area includes scene areas with high matching degree with the first item.

[0112] 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.

[0113] 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.

[0114] 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 the present invention, or the part that contributes to the prior art, or a part 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 the present 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.

[0115] 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.

[0116] 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, The method includes providing a graphical user interface via a terminal device; the method includes: In response to a map display trigger event for the game scene, a scene map of the game scene is displayed, and item distribution markers are displayed in the scene map; wherein, the item distribution markers indicate the distribution of the types and / or density of items to be traded in the game scene; In response to a trigger operation on the first identifier in the item distribution identifiers, the graphical user interface is controlled to display the target game scene of the scene area indicated by the first identifier; the items to be traded in the target game scene are set and / or traded by virtual objects in the target game scene; the game scene includes multiple item trading areas; the item trading areas are divided according to the distribution of game stalls in the game scene; the item distribution identifiers include multiple identifiers; The step of displaying prop distribution markers in the scene map includes: For each item trading area, the types and quantities of items to be traded in the item trading area are obtained; the item trading area has multiple types of items to be traded; the item distribution identifier includes display areas corresponding to multiple types of items to be traded. For each type of item to be traded, determine the color type of the display color of the display area corresponding to the item in the item distribution identifier; Based on the quantity of the items to be traded and the size parameters of the item trading area, the density of the items to be traded in the item trading area is calculated; Based on the density of the items to be traded in the item trading area and a preset first density threshold, the brightness of the display color of the display area corresponding to the item distribution marker in the item distribution marker is determined; Based on the displayed color, the item distribution identifier corresponding to the item trading area is displayed at the location corresponding to the item trading area in the scene map.

2. The method according to claim 1, characterized in that, The item trading area is equipped with multiple game stalls; the game stalls are used to trade items that are to be traded and control the virtual objects of the game stalls. The steps for obtaining the types and quantities of items to be traded in the item trading area include: For each game stall in the item trading area, obtain the type and quantity of items to be traded at that game stall; Based on the types and quantities of the acquired trading items, the types and quantities of items to be traded in the trading area are statistically analyzed.

3. The method according to claim 1, characterized in that, The steps of responding to a map display trigger event for a game scene, displaying a scene map of the game scene, and displaying item distribution markers on the scene map include: In response to a map display trigger event of the game scene, the game scene map and an item selection control are displayed; the item selection control is used to select a target item and / or a target task. In response to an editing operation on the item selection control, the target item is determined based on the editing content corresponding to the editing operation; The target area in the scene map displays an item distribution marker; the items to be traded in the target area include the target item; wherein, the item distribution marker indicates the scene distribution of the target item in the game scene.

4. The method according to claim 1, characterized in that, The graphical user interface displays game booth settings controls; After controlling the graphical user interface to display the scene screen of the scene area indicated by the first identifier, the method further includes: In response to a selection operation on the game booth setting control, an item display window corresponding to the controlled virtual object is displayed; the controlled virtual object is controlled by the terminal device; the item display window displays selection controls corresponding to the virtual items possessed by the controlled virtual object; In response to the selection operation of the selection control of the first item among the virtual items owned by the controlled virtual object, the compatibility indicator corresponding to the first item is displayed; The fit indicator is used to indicate the fit parameters between the first prop and the scene area corresponding to the first indicator; the fit parameters are generated based on the number of the first prop in the scene area corresponding to the first indicator and the size parameters of the scene area.

5. The method according to claim 4, characterized in that, The step of displaying a compatibility indicator corresponding to the first item in response to a selection operation of the selection control of the first item among the virtual items possessed by the controlled virtual object includes: In response to the selection operation of the selection control of the first prop among the virtual props owned by the controlled virtual object, the quantity of the first prop in the scene area corresponding to the first identifier is obtained; Based on the quantity of the first prop and the size parameters of the scene area, the density of the first prop in the scene area is calculated; Based on the density of the first prop in the scene area and a preset second density threshold, the matching parameters between the first prop and the scene area corresponding to the first identifier are determined. Based on the compatibility parameters, the compatibility indicator corresponding to the first prop is displayed.

6. The method according to claim 5, characterized in that, The matching parameters include high matching degree, medium matching degree, or low matching degree; The step of displaying the compatibility indicator corresponding to the first prop based on the compatibility parameters includes: If the fitting parameters include low fitting degree, display the fitting degree indicator corresponding to the first prop, as well as the indicator of the reference area corresponding to the first prop; The fit indicator signifies that the first prop has a low fit with the scene area corresponding to the first sign; the reference area includes scene areas with a high fit with the first prop.

7. The method according to claim 4, characterized in that, The item display window also includes a confirmation control; In response to the selection operation of the selection control of the first item among the virtual items possessed by the controlled virtual object, after displaying the compatibility indicator corresponding to the first item, the method further includes: In response to the selection operation of the confirmation control, the game stall corresponding to the first prop is displayed at the location of the controlled virtual object in the scene area.

8. The method according to claim 7, characterized in that, The first item includes multiple types of virtual items; The step of displaying the game stall corresponding to the first item at the location of the controlled virtual object in the game scene includes: Based on the matching parameters of multiple types of first props and the scene areas corresponding to the first identifier, the game stall corresponding to the first prop and the prop identifiers of multiple types of the first props are displayed at the location of the controlled virtual object in the game scene; the prop identifiers are arranged from largest to smallest according to the matching parameters.

9. The method according to claim 8, characterized in that, Based on the matching parameters between multiple types of first props and the scene areas corresponding to the first identifier, after displaying the game stall corresponding to the first prop and the prop identifier of the first prop at the location of the controlled virtual object in the game scene, the method further includes: In response to a change event of the item to be traded in the scene area corresponding to the first identifier, update the matching parameters between the first item and the scene area corresponding to the first identifier; Based on the updated compatibility parameters, the item icons of the first item of multiple types are updated and displayed; the item icons are arranged from largest to smallest according to the updated compatibility parameters.

10. The method according to claim 7, characterized in that, The first prop includes multiple types of virtual props; the matching parameters include high matching degree, medium matching degree, or low matching degree; In response to the selection operation of the confirmation control, after the game stall corresponding to the first item is displayed at the position of the controlled virtual object in the game scene, the method further includes: In response to a change event of the item to be traded in the scene area corresponding to the first identifier, update the matching parameters between the first item and the scene area corresponding to the first identifier; For each type of the first prop, determine whether the matching parameters between the updated first prop and the scene area corresponding to the first identifier include low matching degree; If so, the split stall corresponding to the game stall is displayed in the reference area corresponding to the first prop; the reference area includes scene areas with a high degree of compatibility with the first prop.

11. An interactive control device for a game, characterized in that, A graphical user interface is provided via a terminal device; the device includes: The item distribution indicator display module is used to respond to a map display trigger event for the game scene, display a scene map of the game scene, and display item distribution indicators in the scene map; wherein, the item distribution indicator indicates the distribution of the types and / or density of items to be traded in the game scene; The scene area display module is used to respond to a trigger operation on the first identifier in the item distribution identifier, and control the graphical user interface to display the target game scene of the scene area indicated by the first identifier; the items to be traded in the target game scene are set and / or traded by virtual objects in the target game scene; The game scene includes multiple item trading areas; the item trading areas are divided according to the distribution of game stalls in the game scene; the item distribution markers include multiple markers; The prop distribution indicator display module is also used for: For each item trading area, the types and quantities of items to be traded in the item trading area are obtained; the item trading area has multiple types of items to be traded; the item distribution identifier includes display areas corresponding to multiple types of items to be traded. For each type of item to be traded, determine the color type of the display color of the display area corresponding to the item in the item distribution identifier; Based on the quantity of the items to be traded and the size parameters of the item trading area, the density of the items to be traded in the item trading area is calculated; Based on the density of the items to be traded in the item trading area and a preset first density threshold, the brightness of the display color of the display area corresponding to the item distribution marker in the item distribution marker is determined; Based on the displayed color, the item distribution identifier corresponding to the item trading area is displayed at the location corresponding to the item trading area in the scene map.

12. 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 1-10.

13. 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 1-10.