An interactive control method, device, computer device and readable storage medium

By determining the target control in response to user sliding operations in the game interface and displaying the associated subcontrols, the problem of cumbersome game function switching operations is solved, and convenient game function switching is achieved.

CN115814399BActive Publication Date: 2025-07-04BEIJING ZITIAO NETWORK TECH CO LTD
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Patent Information

Application Number
CN202211549364.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-05
Publication Date
2025-07-04
Estimated Expiration
2042-12-05

AI Technical Summary

Technical Problem

In existing games, users need to switch back and forth between different game interfaces or scenes when switching game functions, which is cumbersome.

Method used

By displaying a plurality of first controls in the first area of ​​the target game interface, determining the target control in the plurality of first controls in response to the user's first sliding operation, and displaying a plurality of first sub-controls associated with the target control in the second area, the user can directly contact and sending the corresponding sub-operations through the sliding operation.

Benefits of technology

The game function switching process is simplified, making the operation more convenient, reducing the switching steps between different game interfaces or scenes, and improving the user experience.

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Patent Text Reader

Abstract

The present disclosure provides an interaction control method, apparatus, computer device, and storage medium. Among them, the method includes: displaying a target game interface; in response to a trigger by the user, displaying a plurality of first controls in a first area of the target game interface; receiving a first sliding operation of the user, and determining a target first control among the plurality of first controls; displaying a plurality of first sub-controls in a second area of the target game interface; wherein the first sub-controls are used to trigger sub-operations associated with the target first control; in response to the user's trigger of a target first sub-control among the plurality of first sub-controls, performing a sub-operation associated with the target first sub-control.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer application technologies, and more particularly, to an interaction control method, apparatus, computer device, and readable storage medium. Background Art

[0002] Currently, in games, multiple game functions are set; in each game function, multiple different interaction controls can also be set, and users can use the corresponding game functions through the interaction controls; when a user wants to trigger a certain interaction control, they need to first enter the corresponding game scene or open the corresponding function interface through the function control corresponding to the game function before it can be realized; furthermore, it causes that before a user wants to perform a certain operation, they need to perform multiple other operations first to achieve it, and the operation is relatively cumbersome. Summary of the Invention

[0003] Embodiments of the present disclosure at least provide an interaction control method, apparatus, computer device, and storage medium.

[0004] In a first aspect, an embodiment of the present disclosure provides an interaction control method, where the interaction control method includes: displaying a target game interface; in response to a trigger by the user, displaying a plurality of first controls in a first area of the target game interface; receiving a first sliding operation of the user, and determining a target first control among the plurality of first controls; displaying a plurality of first sub-controls in a second area of the target game interface; where the first sub-controls are used to trigger sub-operations associated with the target first control; and in response to the user's trigger of a target first sub-control among the plurality of first sub-controls, performing a sub-operation associated with the target first sub-control.

[0005] In this way, in response to the user's trigger, embodiments of the present disclosure can display a plurality of first controls in the first area of the target game interface, and different first controls can correspond to different game functions; in response to the user's first sliding operation, determine a target first control among the plurality of first controls, and display a plurality of first sub-controls in the second area of the target game interface, and the plurality of first sub-controls are used to trigger sub-operations associated with the target first control. Therefore, when a user wants to switch from one game function to another game function, they only need to perform a first sliding operation to select the first control corresponding to the other game function as the target first sub-control, and then they can trigger the display of the first sub-controls corresponding to the game function in the second area, without having to switch back and forth between different game interfaces or game scenes, and the operation process is more convenient and simple.

[0006] In a possible implementation, a pointer control is also displayed in the first area; the receiving of the user's first sliding operation and the determination of the target first control among multiple first controls include: receiving the user's first sliding operation, and based on the sliding information of the first sliding operation, controlling the pointer control to point to the target first control.

[0007] In this way, through the pointer control, it is convenient to point the pointer control to any one of the multiple first controls to determine it as the target first control, and the operation is more convenient.

[0008] In a possible implementation, the pointer control includes: a pointer; the receiving of the user's first sliding operation and the control of the pointer control to point to the target first control based on the sliding information of the first sliding operation include: receiving the user's first sliding operation, and based on the sliding information of the first sliding operation, determining the rotation direction and rotation angle of the pointer; based on the rotation direction and the rotation angle, controlling the pointer to rotate within the target game interface so that the pointer points to different first controls during the rotation; in response to the end of the first sliding operation, determining the first control pointed to by the pointer at the end of the first sliding operation as the target first control.

[0009] In this way, it is convenient to determine the target first control from multiple first controls by controlling the pointer.

[0010] In a possible implementation, the pointer control includes: a pointer and a chassis that can rotate relative to the pointer; multiple first controls are located on the chassis; the receiving of the user's first sliding operation and the control of the pointer control to point to the target first control based on the sliding information of the first sliding operation include: receiving the user's first sliding operation, and based on the sliding information of the first sliding operation, determining the rotation direction and rotation distance of the chassis; based on the rotation direction and the rotation distance, controlling the chassis to rotate relative to the pointer within the first area so that the pointer points to different first controls during the rotation of the chassis; in response to the end of the first sliding operation, determining the first control pointed to by the pointer at the end of the first sliding operation as the target first control.

[0011] In this way, when there are many first controls, multiple first controls can be arranged on the chassis to make the chassis rotate, so as to increase the flexibility of the operation.

[0012] In a possible implementation, after displaying a plurality of first sub-controls in the second area of the target game interface, the method further includes: controlling the pointer in the pointer control to extend to the second area to indicate the first sub-controls displayed in the second area; the triggering of a target first sub-control among the plurality of first sub-controls by the user includes: when the pointer in the pointer control extends to the second area, in response to a second sliding operation of the user, based on the sliding information of the second sliding operation, controlling the pointer control to point to the target first sub-control.

[0013] In this way, it is convenient to point to the target first sub-control through the pointer control. For a terminal device with a large display screen, the user does not need to perform specific operations on the first sub-controls in the second area from a long distance, making the operation more convenient.

[0014] In a possible implementation, the method further includes: displaying a second sub-control in the third area of the target game interface; wherein, the second sub-control includes at least part of the first sub-controls; in response to the triggering of a target second sub-control among the plurality of second sub-controls by the user, performing a sub-operation associated with the target second sub-control.

[0015] In this way, the second sub-control displayed in the third area is equivalent to a quick operation control for the corresponding first sub-control, further improving the convenience of the operation.

[0016] In a possible implementation, the method further includes: displaying a quick edit control in the third area; in response to the triggering of the quick edit control, controlling the second sub-controls displayed in the third area and the first sub-controls displayed in the second area to enter an edit state.

[0017] In a possible implementation, the method further includes: in the edit state, in response to an addition operation on the first sub-controls displayed in the second area, using the first sub-control corresponding to the addition operation as a new second sub-control and adding it to a preset position in the third area; in response to a deletion operation on any of the second sub-controls displayed in the third area, deleting the second sub-control corresponding to the deletion operation from the third area.

[0018] In this way, it is convenient for the user to adjust the second sub-controls displayed in the third area, providing more personalized services for the user.

[0019] In a possible implementation, the target first control includes: a map control; the first sub-control includes: first sub-controls corresponding to multiple game scenes in the map associated with the map control; the method further includes: in response to the pointer in the pointer control pointing to the target first sub-control, determining whether the target first sub-control is located in the target game interface; in response to the target first sub-control being located in the target game interface, controlling the target first sub-control to be highlighted; in response to the target first sub-control being located outside the target game interface, determining the relative position between the target first sub-control and the target game interface; based on the relative position, displaying a relative position indication identifier in the second area.

[0020] In this way, by identifying the target first sub-control in the map, it is convenient to find the first sub-control corresponding to the game scene that the user wants to find in the map, facilitating the user's operation.

[0021] In a second aspect, an embodiment of the present disclosure further provides an interactive control device, the interactive control device includes: a first display module, configured to display a target game interface; a second display module, configured to, in response to a user's trigger, display a plurality of first controls in a first area of the target game interface; a receiving module, configured to receive a first sliding operation of the user and determine a target first control among the plurality of first controls; a third display module, configured to display a plurality of first sub-controls in a second area of the target game interface; wherein, the first sub-control is used to trigger a sub-operation associated with the target first control; an execution module, configured to, in response to the user's trigger on the target first sub-control among the plurality of first sub-controls, execute a sub-operation associated with the target first sub-control.

[0022] In a possible implementation, a pointer control is further displayed in the first area; when receiving the first sliding operation of the user and determining the target first control among the plurality of first controls, the receiving module is configured to: receive the first sliding operation of the user and, based on the sliding information of the first sliding operation, control the pointer control to point to the target first control.

[0023] In a possible implementation, the pointer control includes: a pointer; the receiving module, when receiving the first sliding operation of the user and controlling the pointer control to point to the target first control based on the sliding information of the first sliding operation, is configured to: receive the first sliding operation of the user, determine the rotation direction and rotation angle of the pointer based on the sliding information of the first sliding operation; control the pointer to rotate within the target game interface based on the rotation direction and the rotation angle, so that the pointer points to different first controls during the rotation process; and in response to the end of the first sliding operation, determine the first control pointed to by the pointer at the end of the first sliding operation as the target first control.

[0024] In a possible implementation, the pointer control includes: a pointer and a chassis capable of relatively rotating with the pointer; a plurality of the first controls are located on the chassis; the receiving module, when receiving the first sliding operation of the user and controlling the pointer control to point to the target first control based on the sliding information of the first sliding operation, is configured to: receive the first sliding operation of the user, determine the rotation direction and rotation distance of the chassis based on the sliding information of the first sliding operation; control the chassis to rotate relative to the pointer within the first area based on the rotation direction and the rotation distance, so that the pointer points to different first controls during the rotation process of the chassis; and in response to the end of the first sliding operation, determine the first control pointed to by the pointer at the end of the first sliding operation as the target first control.

[0025] In a possible implementation, it further includes a first processing module, configured to, after displaying a plurality of first sub-controls in a second area of the target game interface, control the pointer in the pointer control to extend to the second area to indicate the first sub-controls displayed in the second area; the triggering of the target first sub-control among the plurality of first sub-controls by the user includes: in the case where the pointer in the pointer control extends to the second area, in response to the second sliding operation of the user, controlling the pointer control to point to the target first sub-control based on the sliding information of the second sliding operation.

[0026] In a possible implementation, it further includes: a second processing module, configured to: display second sub-controls in a third area of the target game interface; wherein, the second sub-controls include at least some of the first sub-controls; and in response to the triggering of the target second sub-control among the plurality of second sub-controls by the user, execute a sub-operation associated with the target second sub-control.

[0027] In a possible implementation, the second processing module is further configured to: the third area further displays a quick editing control; in response to triggering the quick editing control, control the second sub-controls displayed in the third area and the first sub-controls displayed in the second area to enter an editing state.

[0028] In a possible implementation, the second processing module is further configured to: in the editing state, in response to an addition operation on the first sub-control displayed in the second area, use the first sub-control corresponding to the addition operation as a new second sub-control and add it to a preset position in the third area; in response to a deletion operation on any second sub-control displayed in the third area, delete the second sub-control corresponding to the deletion operation from the third area.

[0029] In a possible implementation, the target first control includes: a map control; the first sub-controls include: first sub-controls corresponding to multiple game scenes in the map associated with the map control; it further includes: a third processing module, configured to: in response to the pointer in the pointer control pointing to the target first sub-control, determine whether the target first sub-control is located in the target game interface; in response to the target first sub-control being located in the target game interface, control the target first sub-control to be prominently displayed; in response to the target first sub-control being located outside the target game interface, determine the relative position between the target first sub-control and the target game interface; based on the relative position, display a relative position indication identifier in the second area.

[0030] In a third aspect, an optional implementation of the present disclosure further provides a computer device, including a processor and a memory, the memory stores machine-readable instructions executable by the processor, the processor is configured to execute the machine-readable instructions stored in the memory, and when the machine-readable instructions are executed by the processor, the machine-readable instructions execute the steps in the first aspect or any possible implementation manner in the first aspect.

[0031] In a fourth aspect, an optional implementation of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is run, it executes the steps in the first aspect or any possible implementation manner in the first aspect.

[0032] For the effect description of the above interaction control device, computer device, and computer-readable storage medium, refer to the description of the above interaction control method, which will not be elaborated here.

[0033] It should be understood that the above general description and subsequent detailed description are only exemplary and explanatory, and do not limit the technical solution of the present disclosure.

[0034] To make the above objects, features, and advantages of the present disclosure more apparent and understandable, the following presents preferred embodiments in conjunction with the accompanying drawings and provides a detailed description as follows. Description of the Drawings

[0035] To more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. These drawings are incorporated into the specification and constitute a part of this specification. These drawings illustrate embodiments that conform to the present disclosure and are used together with the specification to explain the technical solutions of the present disclosure. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.

[0036] Figure 1 Shows the flowchart of the interaction control method provided by some embodiments of the present disclosure;

[0037] Figure 2 Shows one of the examples of the display content in the target game interface provided by some embodiments of the present disclosure;

[0038] Figure 3 Shows another example of the display content in the target game interface provided by some embodiments of the present disclosure;

[0039] Figure 4 Shows a third example of the display content in the target game interface provided by some embodiments of the present disclosure;

[0040] Figure 5 Shows a fourth example of the display content in the target game interface provided by some embodiments of the present disclosure;

[0041] Figure 6 Shows a fifth example of the display content in the target game interface provided by some embodiments of the present disclosure;

[0042] Figure 7 Shows a sixth example of the display content in the target game interface provided by some embodiments of the present disclosure;

[0043] Figure 8 Shows a seventh example of the display content in the target game interface provided by some embodiments of the present disclosure;

[0044] Figure 9 Shows the schematic diagram of the interaction control device provided by some embodiments of the present disclosure;

[0045] Figure 10 Shows the schematic diagram of a computer device provided by some embodiments of the present disclosure. Detailed Embodiments

[0046] To make the objectives, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are only some, but not all, of the embodiments of the present disclosure. Components of the embodiments of the present disclosure described and illustrated in the accompanying drawings here can be arranged and designed in a variety of different configurations. Therefore, the detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of the present disclosure without creative efforts fall within the scope of protection of the present disclosure.

[0047] In many games, multiple game functions are provided for users, such as dungeon functions, clan functions, guild functions, map functions, friend functions, setting functions, etc. Function controls of these game functions are displayed on the main interface of the game, and each game function usually corresponds to a different interaction page or game scenario; taking the example that a certain game function corresponds to an interaction page, in the interaction interface, multiple interaction controls are provided for users. Users can trigger the function control corresponding to a certain game function to enter the interaction page corresponding to the game function, and then through the interaction controls set in the interaction page, various sub-operations corresponding to the game function can be realized. For example, when a user uses the map function, first enter the specific map page (interaction page) through the map control (function control) set in the main interface of the game; in the map page, scene identifiers corresponding to various game scenes in the game are displayed (interaction controls), and the user can enter the corresponding game scene by triggering the specific scene identifier. When the user wants to use the friend function again, it is necessary to first return to the game interface through the return control set on the map page; then enter the specific friend list page (interaction page) through the friend control (function control) set in the game interface; in the friend list page, information of other users who have established a friend relationship with the user in the game, as well as interaction controls such as blocking, deleting, and giving gifts are displayed, and then corresponding operations on friends can be performed through these interaction controls.

[0048] However, this interaction method results in that when a user wants to switch from one game function to another game function, it is necessary to close the currently displayed interaction page, enter the main interface of the game, and then click the relevant function control to achieve, and the operation process is relatively cumbersome.

[0049] Based on the above research, the present disclosure provides an interaction control method. In response to a user's trigger, a plurality of first controls can be displayed in a first area of a target game interface, and different first controls can correspond to different game functions. In response to a first sliding operation of the user, a target first control is determined among the plurality of first controls, and a plurality of first sub-controls are displayed in a second area of the target game interface. The plurality of first sub-controls are used to trigger sub-operations associated with the target first control. Therefore, when the user wants to switch from one game function to another, they only need to perform a first sliding operation to select the first control corresponding to the other game function as the target first sub-control, and then they can trigger the display of the first sub-controls corresponding to the game function in the second area, without the need to switch back and forth between different game interfaces or game scenarios, and the operation process is more convenient and simple.

[0050] Regarding the defects existing in the above solutions, they are all the results obtained by the inventors through practice and careful research. Therefore, the process of discovering the above problems and the solutions proposed by the present disclosure for the above problems in the following text should all be the contributions made by the inventors to the present disclosure during the process of the present disclosure.

[0051] It should be noted that similar reference numerals and letters represent similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.

[0052] To facilitate the understanding of this embodiment, first, a detailed introduction to an interaction control method disclosed in an embodiment of the present disclosure is provided. The execution subject of the interaction control method provided in the embodiment of the present disclosure is generally a computer device with certain computing capabilities. Such a computer device may include, for example: a terminal device, a server, or other processing devices. The terminal device may be a user equipment (UE), a mobile device, a user terminal, a terminal, a cellular phone, a cordless phone, a personal digital assistant (PDA), a handheld device, a computing device, a vehicle-mounted device, a wearable device, etc. In some possible implementation manners, the interaction control method may be implemented by a processor calling computer-readable instructions stored in a memory.

[0053] It should be noted that the interaction control method provided in the embodiment of the present disclosure can be applied to a variety of game scenarios for interacting with virtual objects. For example, it may include third-person perspective shooting games, first-person perspective shooting games, role-playing games, action games, strategy games, fighting games, sports games, adventure games, etc. All of them can adopt the interaction control method provided in the embodiment of the present disclosure, and no specific limitations are made here.

[0054] The following takes the execution entity as a terminal device as an example to illustrate the interaction control method provided by the embodiments of the present disclosure.

[0055] See Figure 1 As shown, it is a flowchart of the interaction control method provided by the embodiments of the present disclosure. The method includes steps S101 to S105, where:

[0056] S101: Display a target game interface;

[0057] S102: In response to the trigger of the user, display a plurality of first controls in the first area of the target game interface;

[0058] S103: Receive the first sliding operation of the user, and determine a target first control among the plurality of first controls;

[0059] S104: Display a plurality of first sub-controls in the second area of the target game interface; wherein, the first sub-controls are used to trigger sub-operations associated with the target first control;

[0060] S105: In response to the trigger of the user on the target first sub-control among the plurality of first sub-controls, execute the sub-operation associated with the target first sub-control.

[0061] The above S101 to S105 will be described in detail below.

[0062] Regarding the above S101, the target game interface in the embodiments of the present disclosure is, for example, the user interface corresponding to the target game. In the target game interface, various game scenes in the target game can be displayed; for example, virtual objects can be included in the game scene; the virtual objects can include, but are not limited to, virtual characters controlled by players and non-player characters (NPCs); the virtual characters can include, but are not limited to, at least one of virtual humans and virtual animals. The virtual characters that can be controlled by players and non-player characters are set according to game requirements, and no specific limitations are made here; in the target game interface, there can be multiple buttons that can be touched by players. Players control virtual objects to perform corresponding operations by touching the buttons. For example, when the game includes a shooting game, the target game interface can include item use buttons, movement buttons (such as joysticks), action buttons (such as aiming, jumping, squatting, crawling, etc.), attack buttons (such as skill release, shooting, etc.) and other types of buttons. The content displayed in the target game interface can be switched as the game scene changes.

[0063] For the above S102 - S104, in a possible implementation, in the target game, for example, a main game scene can be set, and there is a main interface corresponding to the main game scene; when the virtual object corresponding to the user is located in the main game scene, the main interface is usually displayed in the target game interface; in the main interface, there can be multiple function controls for triggering the first game function. When a certain function control is triggered, an interaction page corresponding to the triggered first game function is displayed in the target game interface, or the corresponding game scene is entered. In this embodiment of the present disclosure, taking the display of the corresponding interaction page in the target game interface after the function control is triggered as an example, the interaction control method provided in this embodiment of the present disclosure will be described in detail.

[0064] The first game function includes, for example: backpack function, partner recruitment function, partner viewing function, skill viewing function, character information viewing function, etc., and specifically, there will be differences according to the actual game settings.

[0065] In response to the user's trigger, multiple first controls can be displayed in the first area of the target game interface. The multiple first controls respectively correspond to different second game functions in the target game. The second game function includes, for example: task function, map function, setting function, combat team editing function, etc. The second game functions corresponding to the multiple first controls can include at least some of the game functions that the target game can provide for the user. Among them, the second game function and the first game function can be exactly the same, or only partially the same, or completely different.

[0066] M1: In the case where the second game function and the first game function are exactly the same, the first control is each function control displayed in the target game interface. In this case, after the user triggers the corresponding game function through a certain function control, an interaction page corresponding to the game function can be displayed in the target game interface, and this interaction interface is, for example, displayed in the second area of the target game interface. At the same time, the function controls displayed in the main interface can be used as the first controls and displayed in the first area of the target game interface; when the user wants to trigger other game functions, only through the first sliding operation, directly display the first sub - control corresponding to another first game function in the second area.

[0067] For example, the function controls displayed on the main page include: control A, B, C, and D; and the first controls displayed in the first area also include: A, B, C, and D. When the main interface is displayed in the target game interface, when any one of the function controls A, B, C, and D is triggered, the function controls A, B, C, and D are displayed in the first area of the target game interface, and an interaction page corresponding to the triggered function control is displayed in the second area, and this interaction page includes multiple first sub - controls corresponding to the triggered function control.

[0068] As Figure 2 shown in the example, as shown in a of 2, an example of the main interface displayed in the target game interface is shown. In the main interface, the content displayed in the target game interface is the main game scene p of the target game. And, in the main interface, there are also multiple function controls, such as: a challenge control s1, a competition control s2, a partner control s3, and a recruitment control s4. Among them, the challenge control is used to enter the challenge scene; in the challenge scene, there are multiple copy levels available for challenge; the user can trigger the copy level to enter the battle scene corresponding to the copy level; the competition control is used to enter the competition scene; in the competition scene, there are multiple battle controls corresponding to multiple other users respectively; by triggering the battle control, the user can trigger a battle with the corresponding user; the partner control is used to enter the partner viewing scene, and in this partner viewing scene, information corresponding to multiple partners recruited by the user can be displayed for the user, and operation controls for operating different partners are provided, such as operations like strengthening the combat power of the partner, upgrading skills, and editing the battle formation, which will vary according to the actual game settings.

[0069] As Figure 2 shown in b of, when the partner control s3 is triggered, the above-mentioned challenge control s1, competition control s2, partner control s3, and recruitment control s4 are displayed as the first controls in the first area A1 of the target game interface, and multiple first sub-controls corresponding to the partner control s3 are displayed in the second area A2; the multiple first sub-controls corresponding to the partner control s3 include: a first sub-control s31 for incorporating the partner into the battle team, a first sub-control s32 for triggering the partner to level up, and a first sub-control s33 for viewing the partner's attributes.

[0070] As Figure 2 shown in c of, when the user triggers the first sliding operation, at this time, the recruitment control s4 is used as the target first control, an operation interface corresponding to the target first control is displayed in the second area, and multiple first sub-controls corresponding to the recruitment control s4 are displayed, such as: a first sub-control s41 for triggering to recruit a partner once, and a first sub-control s42 for triggering to continuously recruit partners 10 times.

[0071] M2: In the case where the second game function is partially the same as the first game function, the first controls include some function controls displayed in the main interface of the target game. At the same time, the first controls also include controls corresponding to the second game function that is different from the first game function.

[0072] In this case, the target control can be displayed on the main interface; the target control can respond to user triggers and display multiple first controls in the first area of the target game interface; when displaying multiple first controls, a default first control can be determined in advance from the multiple first controls. When triggering the display of multiple first controls in the first area through the target control, the multiple first sub-controls corresponding to the default first control can be first displayed in the second area; the user can determine other first controls as the target first control through a first sliding operation and display the multiple first sub-controls of other first controls in the second area.

[0073] In addition, when part of the second game function is the same as the first game function, the first controls include some function controls displayed on the main interface of the target game. For example, the function controls include: control A, B, C, and D; while the first controls include: A, E, F, and G. At this time, the same function control A can be directly triggered on the main interface to control the display of multiple first controls A, E, F, and G in the target game interface. In this case, when the same function control A on the main interface is triggered, multiple first controls A, E, F, and G are displayed in the first area, and multiple sub-controls corresponding to the triggered function control A are displayed in the second area of the target game interface.

[0074] Such as Figure 3 In the example shown, as shown in a of 3, it shows an example of the main interface displayed in the target game interface. In the main interface, the content displayed in the target game interface is the main game scene p of the target game. And, in the main interface, there are also multiple function controls, such as including: challenge control s1, competitive control s2, partner control s3, recruitment control s4; multiple first controls include: partner control s3, player information viewing control s5, map control s6, and task control s7. Among them, the map control s6 is the default first control. In the main interface of the target game interface, there is also a target control s8.

[0075] Such as Figure 3 In the example shown in b of, in the case of the main interface of the target game interface, in response to the trigger of the target control s8, the partner control s3, player information viewing control s5, map control s6, and task control s7 are displayed in the first area A1 of the target game interface. At the same time, since the map control s6 is the default first control, therefore, multiple first sub-controls corresponding to the map control s6 are also displayed in the second area A2 of the target game interface, such as the first sub-control s61 for triggering entry into location 1, the first sub-control s62 for triggering entry into location 2, the first sub-control s63 for triggering entry into location 3, and the first sub-control s64 for triggering entry into location 4.

[0076] Such as Figure 3In the example shown in Figure c, based on the example shown in Figure b above, in response to the user's first swipe operation, the map function is switched to the task function. At this time, the task control s7 is determined as the target first control, and the multiple first sub-controls corresponding to the map control s6 displayed in the target game interface are updated to display the multiple first sub-controls corresponding to the task control s7. For example, it includes: the first sub-control s71 for picking up task 1, the first sub-control s72 for automatically pathfinding to the picked-up task 2, and the first sub-control s73 for abandoning the picked-up task 2. Figure 3

[0077] As Figure 3 In the example shown in Figure d, when the main interface (in the state shown in Figure s) is displayed in the target game interface, in response to the triggering of the partner control s3, the partner control s3, the player information viewing control s5, the map control s6, and the task control s7 are displayed in the first area of the target game interface; at this time, multiple first sub-controls corresponding to the partner control s3 can also be displayed in the second area A2 of the target game interface, such as the first sub-control s31 for adding the partner to the combat team, the first sub-control s32 for triggering the partner's upgrade, and the first sub-control s33 for viewing the partner's attributes. Through the first swipe operation, any one of the other three controls can be determined as the target first control, and the corresponding first sub-controls are displayed in the second area of the target game interface. Figure 3

[0078] M3: In the case where the second game function is completely different from the first game function, the first control includes a control corresponding to the second game function that is completely different from the first game function. For example, the function controls include: controls A, B, C, and D; while the first control includes: E, F, G, and H.

[0079] In this case, the target control can be displayed in the main interface; the target control can, in response to the user's trigger, display multiple first controls in the first area of the target game interface; when displaying multiple first controls, a default first control can be determined in advance from the multiple first controls. When triggering the display of multiple first controls in the first area through the target control, the multiple first sub-controls corresponding to the default first control can be displayed in the second area first; the user can, through the first swipe operation, determine other first controls as the target first control and display the multiple first sub-controls of other first controls in the second area.

[0080] As Figure 4In the example shown, as shown in a of 4, an example of the main interface displayed in the target game interface is shown. In the main interface, the content displayed in the target game interface is the main game scene p of the target game. Also, in the main interface, there are multiple function controls, such as: challenge control s1, competition control s2, partner control s3, recruitment control s4; in the main interface, there is also a target control s8.

[0081] As Figure 4 shown in b, in response to the triggering of the target control s8, a plurality of first controls are displayed in the first area A1 of the target game interface. The plurality of first controls include: player information viewing control s5, map control s6, task control s7, and social control s9. Among them, the map control s6 is the default first control. At this time, corresponding first sub-controls of the map control s6 can be displayed in the second area A2 of the target game interface, such as the first sub-control s61 for triggering entry into location 1, the first sub-control s62 for triggering entry into location 2, the first sub-control s63 for triggering entry into location 3, and the first sub-control s64 for triggering entry into location 4. In this case, the user can trigger the first sub-controls s61, s62, s63, or s64 for entering different locations to enter the corresponding locations; or through the first sliding operation, determine other first controls as the target first control.

[0082] As Figure 4 shown in c, after receiving the user's first sliding operation, the social control s9 is determined as the target first control; at this time, the plurality of first sub-controls corresponding to the map control s6 displayed in the second area A2 of the target game interface are updated to display a plurality of first sub-controls corresponding to the social control s9, such as the first sub-control s91 for viewing friend information, the first sub-control s92 for deleting a friend, and the first sub-control s93 for blocking a friend.

[0083] The above example only shows one possible way of setting controls in the game. The specific setting methods of the function controls and the first controls can be adjusted according to actual needs.

[0084] In addition, it is also possible not to set any function controls on the main interface, but only set a target control for triggering the display of a plurality of first controls. When the user triggers the target control, in the first area of the target game interface, the first controls corresponding to each game function in the target game are displayed.

[0085] In another embodiment of the present disclosure, in order to be able to determine a target first control from multiple first controls after the user triggers a first sliding operation, a pointer control may also be displayed in the first area of the target game. The pointer control can respond to the first sliding operation and determine the target first control from multiple first controls based on the sliding information of the first sliding operation.

[0086] K1: In a possible implementation manner, the pointer control includes a pointer. The pointer rotates according to the sliding information of the first sliding operation, and after the rotation ends (i.e., after the first sliding operation ends), it points to a specific first control, and the first control pointed to by the pointer control is the target first control.

[0087] Specifically, the process of controlling the pointer to point to the target first control based on the sliding information of the first sliding operation can be implemented, for example, in the following manner:

[0088] Receive the first sliding operation of the user, and based on the sliding information of the first sliding operation, determine the rotation direction and rotation angle of the pointer;

[0089] Based on the rotation direction and the rotation angle, control the pointer to rotate within the target game interface so that the pointer points to different first controls during the rotation process;

[0090] In response to the end of the first sliding operation, determine the first control pointed to by the pointer at the end of the first sliding operation as the target first control.

[0091] In a specific implementation, the sliding information of the first sliding operation, for example, includes: the sliding direction, and may also include: the sliding speed and / or the sliding distance, etc. The sliding direction can determine the change in the direction pointed to by the pointer, and the sliding speed and / or the sliding distance can determine the change angle of the pointer during the change of the indicated direction.

[0092] The sliding speed and the sliding distance can determine the change angle of the indication direction of the pointer control; generally, the sliding speed and the sliding distance are positively correlated with the change angle of the indication direction of the pointer control; that is, the faster the sliding speed, the larger the change angle of the indication direction of the pointer control; the larger the sliding distance, the larger the change angle of the indication direction of the pointer control.

[0093] As Figure 5 shown in the example, a specific example of a pointer control is provided. As Figure 5As shown in a, four first controls are displayed in the first area A1 of the target game interface, namely the player information viewing control s5, the map control s6, the task control s7, and the social control s9; and the four first controls are arranged in sequence from the left end to the right end of the first area; the pointer s10 included in the pointer control is located at the lowermost end of the first area, the current pointing of the pointer s10 is to the map control s6, and a plurality of first sub-controls s61, s62, s63, and s64 corresponding to the map control are displayed in the second area. s61, s62, s63, and s64 are respectively used to enter locations 1 to 4.

[0094] As Figure 6 As shown in b, in response to the first sliding operation, the direction pointed by the pointer changes from pointing to the left side of the first area to pointing to, and finally points to the task control s7. At this time, the task control is used as the target first control, and a plurality of first sub-controls corresponding to the task control s7 are displayed in the second area A2 of the target game interface, such as: the first sub-control s71 for receiving task 1, the first sub-control s72 for automatically pathfinding to the received task 2, and the first sub-control s73 for abandoning the received task 2.

[0095] K2: In another possible implementation manner, the pointer control includes: a pointer and a chassis capable of relatively rotating with the pointer; a plurality of the first controls are located on the chassis.

[0096] Exemplarily, the chassis can rotate in response to the first sliding operation; the pointer control can be located in the middle of the chassis, for example; and fixedly point to a certain direction; while the chassis can rotate relative to the pointer; a plurality of first controls are located at different positions on the chassis; when the chassis rotates relative to the pointer, the positions of the plurality of first controls change as the chassis rotates; during the rotation of the chassis, the first controls located at different positions on the chassis can be sequentially turned to the position where the direction pointed by the pointer is located. When the first sliding operation ends, the first control located in the direction pointed by the pointer is the target first control, thereby realizing that different first controls are determined as the target first control through the first sliding operation.

[0097] In this case, for example, a new family member method can be adopted to control the pointer control to point to the target first control:

[0098] Receive the first sliding operation of the user, and based on the sliding information of the first sliding operation, determine the rotation direction and rotation distance of the chassis;

[0099] Based on the rotation direction and the rotation distance, control the chassis to rotate relative to the pointer within the first area, so that the pointer points to different first controls during the rotation of the chassis;

[0100] In response to the end of the first sliding operation, determine the first control pointed to by the pointer at the end of the first sliding operation as the target first control.

[0101] The sliding information of the first sliding operation, for example, includes: the sliding direction, and may further include: the sliding speed and / or the sliding distance, etc. The sliding direction can determine the rotation of the chassis, and the sliding speed and / or the sliding distance can determine the rotation angle or speed of the chassis.

[0102] Generally, the sliding speed and the sliding distance are positively correlated with the rotation angle or speed of the chassis; that is, the faster the sliding speed, the greater the rotation speed of the chassis and the greater the rotation angle; the greater the sliding distance, the greater the rotation angle of the chassis.

[0103] In another possible implementation manner, a plurality of first controls may be evenly arranged in the edge area of the chassis away from the pointer; among them, some first controls are visible in the target game interface, while some controls are not visible in the target game interface, and as the chassis rotates, the invisible first controls may change to visible, and the visible first controls may also change to invisible. The user can control the rotation of the rotating chassis through the first sliding operation so as to use different first controls as the target first control.

[0104] As Figure 6 shown in the example, a specific example of a pointer control is provided. As Figure 6 shown in a of the figure, three first controls are displayed in the first area of the target game interface, namely the player information viewing control s5, the map control s6, and the task control s7; and the three first controls are arranged in sequence from the left end to the right end of the first area; the pointer control includes a pointer s10 and a chassis s11; wherein the chassis s11 is located in the first area and the pointer s10 is located at the center of the chassis s11; the pointing direction of the pointer s10 is fixed. A plurality of first sub-controls s61, s62, and s63 corresponding to the map control are displayed in the second area. In addition, on the chassis s11, there are also three invisible first controls, namely: the challenge control s1, the recruitment control s4, and the social control s9, as well as other first controls, and the plurality of first controls are evenly distributed on the chassis. And the lower half of the chassis is invisible.

[0105] As Figure 6As shown in Figure b, in response to the first sliding operation, the chassis s11 rotates, causing the pointer s10 to finally point to the task control s7. At this time, the task control is used as the target first control, and a plurality of first sub-controls corresponding to the task control s7 are displayed in the second area of the target game interface. At the same time, the chassis s11 rotates, causing the task control s7 to rotate to the direction indicated by the pointer s10. At this time, the social control s9 changes from invisible to visible; the player information viewing control s5 changes from visible to invisible. A plurality of first sub-controls corresponding to the task control s7 are displayed in the second area A2, which are respectively: the first sub-control s71 for receiving task 1, the first sub-control s72 for automatically pathfinding to the received task 2, and the first sub-control s73 for abandoning the received task 2.

[0106] For the above S105, after determining the target first control in the above manner and displaying a plurality of first sub-controls in the second area of the target game interface, the user can trigger the sub-operations associated with the first sub-controls by triggering each first sub-control.

[0107] In a possible implementation manner, the target first sub-control among the plurality of first sub-controls can be triggered by a click operation, a double-click operation, a drag operation on the first sub-control, a long-press operation, etc.

[0108] In another possible implementation manner, after displaying a plurality of first sub-controls in the second area of the target game interface, the pointer in the pointer control can be extended to the second area to indicate the first sub-controls displayed in the second area;

[0109] In this case, the triggering of the target first sub-control among the plurality of first sub-controls by the user includes: when the pointer in the pointer control is extended to the second area, in response to the user's second sliding operation, based on the sliding information of the second sliding operation, controlling the pointer control to point to the target first sub-control.

[0110] In another embodiment of the present disclosure, the target game interface further includes a third area. A second sub-control is displayed in the third area of the target game interface, and the second sub-control includes at least part of the first sub-controls.

[0111] In many actual cases, the number of first child controls corresponding to each first control is relatively large and cannot be fully displayed in the second area. Other triggering operations are required to display the first child controls that are not shown in the second area in the second area. For example, when the first control is a map control and the multiple first child controls are the first child controls corresponding to multiple game scenes respectively, due to the limited area of the display interface of the terminal device, it is impossible to display all the first child controls in the second area; it is necessary to perform a dragging operation on the map so that different areas of the map are within the visible range of the target game interface. In this case, if the user wants to reach the game scene corresponding to the first child control that is not currently displayed in the second area, relatively cumbersome operations are required. To further facilitate the user's operation, a third area can be displayed in the target user interface, and second child controls are displayed in the third area.

[0112] This first area is located at the position in the target game interface that can be most easily operated by the user. The third area is, for example, located adjacent to the first area. In this way, certain first child controls can be quickly triggered conveniently through the second child controls displayed in the third area.

[0113] Such as Figure 7 As shown, a specific example of displaying second child controls in the third area of the target game interface is shown. Among them, the first controls displayed in the first area include: a player information viewing control s5, a map control s6, a task control s7, and a social control s9; and the 4 first controls are arranged in sequence from the left end to the right end of the first area; a pointer is displayed in the first area; and the target first child control currently pointed to by the pointer is the map control s6. First child controls s61, s62, s63, and s64 corresponding to game scenes 1 to 4 are displayed in the second area respectively; among them, the map control s6 also corresponds to first child controls s65, s66, s67, and s68 corresponding to game scenes 5 to 8. In the third area of the target game interface, the second child controls displayed include: s63, s67, and s68. The user can directly enter the game scene corresponding to s67 through s67 displayed in the third area without adjusting the map; or directly enter the game scene corresponding to s68 through s68 displayed in the third area. At the same time, there is no need to search for s63 in the second area, and the user can enter the game scene corresponding to s63 through s63 displayed in the third area, which facilitates the user's operation.

[0114] The second child controls displayed in the third area can, for example, be the first child controls that are preset and commonly used by the user. In this way, the user can quickly trigger common sub-operations through the second child controls displayed in the second area.

[0115] In addition, the second sub-control can also be selectively displayed by the user in the third area. In this case, a quick editing control can also be displayed in the third area.

[0116] In response to triggering the quick editing control, the second sub-control displayed in the third area and the first sub-control displayed in the second area are controlled to enter the editing state.

[0117] Exemplarily, after the first sub-control displayed in the second area enters the editing state, it cannot respond to the user's operation and perform the self-operation corresponding to the first sub-control.

[0118] In this editing state, in response to an addition operation on the first sub-control displayed in the second area, the first sub-control corresponding to the addition operation is added as a new second sub-control to a preset position in the third area;

[0119] In response to a deletion operation on any second sub-control displayed in the third area, the second sub-control corresponding to the deletion operation is deleted from the third area.

[0120] In another embodiment, when the user triggers the quick editing control again in the editing state, the editing state is exited.

[0121] In a specific implementation, the number of second sub-controls displayed in the third area, for example, does not exceed a preset number N at most; in the third area, N positions for displaying the second sub-controls are preset for the second sub-controls. When the second sub-controls displayed in the third area and the first sub-controls displayed in the second area are controlled to enter the editing state, a deletion identifier can be displayed on the second sub-controls that are already in the third area; triggering this deletion identifier, that is, the deletion operation, can delete the second sub-control from the third area; and an addition identifier can be displayed on the first sub-controls in the second area; triggering this addition identifier, that is, the addition operation, can add the corresponding first sub-control to the third area.

[0122] As shown in the example in FIG. 8, a specific example of an editing operation on the second sub-controls displayed in the third area of a target game interface is shown. As Figure 8As shown in a, the first controls displayed in the first area include: a player information viewing control s5, a map control s6, a mission control s7, and a social control s9; and the 4 first controls are arranged in sequence from the left end to the right end of the first area; a pointer is displayed in the first area; and the target first sub-control currently pointed to by the pointer is the map control s6. In the second area, first sub-controls s61, s62, s63, and s64 corresponding to game scenes 1 to 4 of the game scene are displayed respectively; among them, the map control s6 also corresponds to first sub-controls s65, s66, s67, and s68 corresponding to game scenes 5 to 8. In the third area of the target game interface, the second sub-controls displayed include: s63, s67, and a quick editing control s12. And the maximum number N of second sub-controls that can be displayed in the third area is 4.

[0123] As Figure 8 In the example shown in b, in response to the triggering of the quick editing control s12, the second sub-controls displayed in the third area and the first sub-controls displayed in the second area enter the editing state. At the same time, the current number of second sub-controls is 2, and a vacant position for adding a new second control will also be displayed in the third area. In this case, a "minus sign" identifier is displayed at the positions where the second sub-controls s63 and s67 are located, and a "plus sign" identifier is displayed at the positions where the first sub-controls s61, s62, and s64 are located. At this time, since s63 has been used as a second sub-control and is located in the third area, the first sub-control s63 located in the second area does not display the corresponding "plus sign" identifier.

[0124] As Figure 8 In the example shown in c, in response to the triggering of the "minus sign" identifier displayed at the position of the second sub-control s63 displayed in the third area, the second sub-control s63 is deleted from the third area. At this time, the corresponding "plus sign" identifier is displayed for the first sub-control s63 in the second area.

[0125] As Figure 8 In the example shown in d, in response to the triggering of the "plus sign" identifier displayed at the position of the first sub-control s64 displayed in the second area, the first sub-control s64 is added as a second sub-control to the third area, and a "minus sign" identifier is added at the position of the newly added second sub-control s64 in the third area. At this time, the first sub-control s64 located in the second area no longer displays the corresponding "plus sign" identifier.

[0126] In another embodiment of the present disclosure, the target first control includes a map control. The first sub-controls include: first sub-controls corresponding to multiple game scenes in the map associated with the map control; the interactive control method provided by the embodiments of the present disclosure further includes:

[0127] In response to a pointer in the pointer control pointing to a target first sub-control, determine whether the target first sub-control is located in a target game interface;

[0128] In response to the target first sub-control being located in the target game interface, control the target first sub-control to be highlighted;

[0129] In response to the target first sub-control being located outside the target game interface, determine the relative position between the target first sub-control and the target game interface;

[0130] Based on the relative position, display a relative position indication identifier in the second area.

[0131] In a specific implementation, the pointer control may include at least two pointers K1 and K2, for example. One pointer K1 is used to indicate a target first control. After the other pointer K2 points to the target first control, in response to a sliding operation, it can point to different first sub-controls.

[0132] In this process, since the first sub-control indicated by the pointer K2 may be outside the visible range of the display interface, therefore, in order to enable the user to conveniently determine the position of the target first sub-control currently pointed to by the pointer K2, and when the target first sub-control is not located in the target game interface, in order for the user to conveniently know the relative position of the target first sub-control, when the target first sub-control is visible in the target game interface, that is, the target first sub-control is located in the target game interface, the target first sub-control can be highlighted. At this time, it can facilitate the user to quickly find the target first sub-control from multiple first sub-controls.

[0133] When the target first sub-control is not visible in the target game interface, that is, the target first sub-control is located outside the target game interface, a relative position indication identifier of the target first sub-control can be displayed at the edge position of the second area, so that the user can quickly find the target first control according to the relative position indication identifier.

[0134] Those skilled in the art can understand that in the above method of the specific implementation manner, the writing order of each step does not mean a strict execution order and does not constitute any limitation on the implementation process. The specific execution order of each step should be determined according to its function and possible internal logic.

[0135] Based on the same inventive concept, an interaction control device corresponding to the interaction control method is also provided in the embodiments of the present disclosure. Since the principle of solving problems by the device in the embodiments of the present disclosure is similar to the above interaction control method in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be elaborated.

[0136] Refer toFigure 9 As shown in the figure, it is a schematic architecture diagram of an interaction control device provided by an embodiment of the present disclosure. The device includes:

[0137] A first display module 91, configured to display a target game interface;

[0138] A second display module 92, configured to, in response to a trigger by the user, display a plurality of first controls in a first area of the target game interface;

[0139] A receiving module 93, configured to receive a first sliding operation of the user and determine a target first control among the plurality of first controls;

[0140] A third display module 94, configured to display a plurality of first sub-controls in a second area of the target game interface; wherein, the first sub-controls are used to trigger sub-operations associated with the target first control;

[0141] An execution module 95, configured to, in response to a trigger by the user on a target first sub-control among the plurality of first sub-controls, execute a sub-operation associated with the target first sub-control.

[0142] In a possible implementation manner, a pointer control is further displayed in the first area;

[0143] When receiving the first sliding operation of the user and determining the target first control among the plurality of first controls, the receiving module 93 is configured to:

[0144] Receive the first sliding operation of the user, and based on the sliding information of the first sliding operation, control the pointer control to point to the target first control.

[0145] In a possible implementation manner, the pointer control includes: a pointer;

[0146] When receiving the first sliding operation of the user and controlling the pointer control to point to the target first control based on the sliding information of the first sliding operation, the receiving module 93 is configured to:

[0147] Receive the first sliding operation of the user, and based on the sliding information of the first sliding operation, determine the rotation direction and rotation angle of the pointer;

[0148] Based on the rotation direction and the rotation angle, control the pointer to rotate within the target game interface so that the pointer points to different first controls during the rotation;

[0149] In response to the end of the first sliding operation, determine the first control pointed to by the pointer at the end of the first sliding operation as the target first control.

[0150] In a possible implementation, the pointer control includes: a pointer and a chassis capable of relatively rotating with the pointer; a plurality of the first controls are located on the chassis;

[0151] When the receiving module 93 receives the first sliding operation of the user and controls the pointer control to point to the target first control based on the sliding information of the first sliding operation, it is used for:

[0152] Receiving the first sliding operation of the user, and determining the rotation direction and rotation distance of the chassis based on the sliding information of the first sliding operation;

[0153] Based on the rotation direction and the rotation distance, controlling the chassis to rotate relative to the pointer within the first area, so that the pointer points to different first controls during the rotation of the chassis;

[0154] In response to the end of the first sliding operation, determining the first control pointed to by the pointer at the end of the first sliding operation as the target first control.

[0155] In a possible implementation, it further includes a first processing module, which is used for, after displaying a plurality of first sub-controls in the second area of the target game interface, controlling the pointer in the pointer control to extend to the second area to indicate the first sub-controls displayed in the second area;

[0156] The triggering of the target first sub-control among the plurality of first sub-controls by the user includes: in the case where the pointer in the pointer control extends to the second area, in response to the second sliding operation of the user, controlling the pointer control to point to the target first sub-control based on the sliding information of the second sliding operation.

[0157] In a possible implementation, it further includes: a second processing module, which is used for:

[0158] Displaying second sub-controls in the third area of the target game interface; wherein, the second sub-controls include at least some of the first sub-controls;

[0159] In response to the triggering of the target second sub-control among the plurality of second sub-controls by the user, performing a sub-operation associated with the target second sub-control.

[0160] In a possible implementation, the second processing module is further used for: a quick editing control is also displayed in the third area;

[0161] In response to the triggering of the quick editing control, controlling the second sub-controls displayed in the third area and the first sub-controls displayed in the second area to enter an editing state.

[0162] In a possible implementation, the second processing module is further configured to: in the editing state, in response to an addition operation on the first sub-control displayed in the second area, add the first sub-control corresponding to the addition operation as a new second sub-control to a preset position in the third area;

[0163] In response to a deletion operation on any second sub-control displayed in the third area, delete the second sub-control corresponding to the deletion operation from the third area.

[0164] In a possible implementation, the target first control includes: a map control; the first sub-controls include: first sub-controls corresponding to multiple game scenes in the map associated with the map control;

[0165] It further includes: a third processing module, configured to: in response to the pointer in the pointer control pointing to the target first sub-control, determine whether the target first sub-control is located in the target game interface;

[0166] In response to the target first sub-control being located in the target game interface, control the target first sub-control to be highlighted;

[0167] In response to the target first sub-control being located outside the target game interface, determine the relative position between the target first sub-control and the target game interface;

[0168] Based on the relative position, display a relative position indication identifier in the second area.

[0169] For the processing flow of each module in the device and the interaction flow between modules, reference may be made to the relevant descriptions in the above method embodiments, which will not be elaborated here.

[0170] The embodiments of the present disclosure also provide a computer device, as Figure 10 shown, which is a schematic structural diagram of the computer device provided by the embodiments of the present disclosure, including:

[0171] A processor 11 and a memory 12; the memory 12 stores machine-readable instructions executable by the processor 11, and the processor 11 is configured to execute the machine-readable instructions stored in the memory 12. When the machine-readable instructions are executed by the processor 11, the processor 11 executes the following steps:

[0172] Display a target game interface;

[0173] In response to a user's trigger, display a plurality of first controls in a first area of the target game interface;

[0174] Receive a first sliding operation of the user, and determine a target first control among multiple first controls;

[0175] Display a plurality of first sub-controls in a second area of the target game interface; wherein, the first sub-controls are used to trigger sub-operations associated with the target first control;

[0176] In response to the user's triggering of a target first sub-control among the plurality of first sub-controls, execute a sub-operation associated with the target first sub-control.

[0177] The above-mentioned memory 12 includes a memory 121 and an external memory 122; here, the memory 121 is also called an internal memory, which is used to temporarily store the operation data in the processor 11 and the data exchanged with the external memory 122 such as a hard disk. The processor 11 exchanges data with the external memory 122 through the memory 121.

[0178] The specific execution process of the above instructions can refer to the steps of the interaction control method described in the embodiments of the present disclosure, and will not be elaborated here.

[0179] The embodiments of the present disclosure further provide a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the steps of the interaction control method described in the above method embodiments. Wherein, the storage medium can be a volatile or non-volatile computer-readable storage medium.

[0180] The embodiments of the present disclosure further provide a computer program product, which carries program codes. The instructions included in the program codes can be used to execute the steps of the interaction control method described in the above method embodiments. Specifically, reference can be made to the above method embodiments, and details will not be elaborated here.

[0181] Among them, the above computer program product can be specifically implemented in a manner of hardware, software, or a combination thereof. In an optional embodiment, the computer program product is specifically embodied as a computer storage medium. In another optional embodiment, the computer program product is specifically embodied as a software product, such as a Software Development Kit (SDK), etc.

[0182] Those skilled in the art can clearly understand that for the convenience and conciseness of description, the specific working processes of the above-described devices and computer equipment can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein. In several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some communication interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical, or other forms.

[0183] The units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0184] In addition, in each embodiment of the present disclosure, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.

[0185] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such an understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this 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 for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present disclosure. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store program codes.

[0186] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. An interactive control method, characterized in that, The interactive control method includes: Displaying a target game interface; In response to a user's trigger, displaying a plurality of first controls in a first area of the target game interface, where the plurality of first controls respectively correspond to different game functions in the game that provides the target game interface; Receiving a first sliding operation of the user and determining a target first control among the plurality of first controls; Displaying a plurality of first sub-controls in a second area of the target game interface; wherein the first sub-controls are used to trigger sub-operations corresponding to the game functions corresponding to the target first control; In response to the user's trigger of a target first sub-control among the plurality of first sub-controls, performing a sub-operation associated with the target first sub-control; Wherein, the method further includes: Displaying a second sub-control in a third area of the target game interface, where the second sub-control includes at least part of the first sub-controls; In response to the user's trigger of a target second sub-control among the plurality of second sub-controls, performing a sub-operation associated with the target second sub-control.

2. The method according to claim 1, wherein A pointer control is also displayed in the first area; The receiving the first sliding operation of the user and determining a target first control among the plurality of first controls includes: Receiving the first sliding operation of the user, and based on the sliding information of the first sliding operation, controlling the pointer control to point to the target first control.

3. The method according to claim 2, characterized in that, The pointer control includes: a pointer; The receiving the first sliding operation of the user, and based on the sliding information of the first sliding operation, controlling the pointer control to point to the target first control includes: Receiving the first sliding operation of the user, and based on the sliding information of the first sliding operation, determining the rotation direction and rotation angle of the pointer; Based on the rotation direction and the rotation angle, controlling the pointer to rotate within the target game interface so that the pointer points to different first controls during the rotation; In response to the end of the first sliding operation, determining the first control pointed to by the pointer at the end of the first sliding operation as the target first control.

4. The method according to claim 2, wherein The pointer control includes: a pointer and a chassis that can rotate relative to the pointer; the plurality of first controls are located on the chassis; The receiving the first sliding operation of the user, and based on the sliding information of the first sliding operation, controlling the pointer control to point to the target first control includes: Receiving the first sliding operation of the user, and based on the sliding information of the first sliding operation, determining the rotation direction and rotation distance of the chassis; Based on the rotation direction and the rotation distance, controlling the chassis to rotate relative to the pointer within the first area so that the pointer points to different first controls during the rotation of the chassis; In response to the end of the first sliding operation, determining the first control pointed to by the pointer at the end of the first sliding operation as the target first control.

5. The method according to any one of claims 2-4, characterized in that, After displaying the plurality of first sub-controls in the second area of the target game interface, it further includes: Control the pointer in the pointer control to extend to the second area to indicate the first sub-control displayed in the second area; The triggering of the target first sub-control among multiple first sub-controls by the user includes: when the pointer in the pointer control extends to the second area, in response to the second sliding operation of the user, based on the sliding information of the second sliding operation, control the pointer control to point to the target first sub-control.

6. The method according to claim 1, wherein It further includes: A quick editing control is also displayed in the third area; In response to triggering the quick editing control, control the second sub-control displayed in the third area and the first sub-control displayed in the second area to enter the editing state.

7. The method according to claim 6, wherein The method further includes: in the editing state, in response to an addition operation on the first sub-control displayed in the second area, use the first sub-control corresponding to the addition operation as a new second sub-control and add it to a preset position in the third area; In response to a deletion operation on any second sub-control displayed in the third area, delete the second sub-control corresponding to the deletion operation from the third area.

8. The method according to any one of claims 2-4, characterized in that, The target first control includes: a map control; the first sub-controls include: first sub-controls corresponding to multiple game scenes in the map associated with the map control; The method further includes: In response to the pointer in the pointer control pointing to the target first sub-control, determine whether the target first sub-control is located in the target game interface; In response to the target first sub-control being located in the target game interface, control the target first sub-control to be highlighted; In response to the target first sub-control being located outside the target game interface, determine the relative position between the target first sub-control and the target game interface; Based on the relative position, display a relative position indication mark in the second area.

9. An interactive control device, characterized in that, The interactive control device includes: A first display module for displaying a target game interface; A second display module for, in response to the triggering of the user, displaying a plurality of first controls in a first area of the target game interface, where the plurality of first controls respectively correspond to different game functions in the game providing the target game interface; A receiving module for receiving the first sliding operation of the user and determining a target first control among the plurality of first controls; A third display module for displaying a plurality of first sub-controls in a second area of the target game interface; wherein, the first sub-controls are used to trigger sub-operations corresponding to the game functions corresponding to the target first control; An execution module for, in response to the triggering of the target first sub-control among the plurality of first sub-controls by the user, executing a sub-operation associated with the target first sub-control; Wherein, the device further includes a second processing module, and the second processing module is used for: Displaying second sub-controls in a third area of the target game interface, where the second sub-controls include at least some of the first sub-controls; In response to the triggering of the target second sub-control among the plurality of second sub-controls by the user, executing a sub-operation associated with the target second sub-control.

10. A computer device, characterized in that, It includes: A processor and a memory, the memory storing machine-readable instructions executable by the processor, the processor being configured to execute the machine-readable instructions stored in the memory, and when the machine-readable instructions are executed by the processor, the processor performs the steps of the interaction control method according to any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, and when the computer program is run by a computer device, the computer device performs the steps of the interaction control method according to any one of claims 1 to 8.

Citation Information

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