Game operation control method, device and electronic equipment

By automatically matching and displaying target virtual items on the game interface, the problem of players having to select items from a distance is solved, thus simplifying operations and improving the gaming experience.

CN116196625BActive Publication Date: 2026-04-07NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-02-13
Publication Date
2026-04-07

AI Technical Summary

Technical Problem

In games, when virtual objects are far from the target location, current technology requires players to manually select virtual items from their inventory, which is cumbersome and affects the gaming experience.

Method used

By providing target object identifiers on the graphical user interface, the system automatically determines the target scene area and displays matching virtual props. Players can simply trigger prop skills to control the virtual object to move to the target location.

Benefits of technology

It simplifies the process of players selecting virtual items, improves operational efficiency and gaming experience, and reduces tedious item selection steps.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a game operation control method and device and electronic equipment, in response to a trigger operation for a target object identifier, a target scene area in which the target object is located is determined; a target virtual prop matched with the target scene area is determined, in response to a trigger operation for a first prop in the target virtual prop, a prop skill of the first prop is executed to control a controlled virtual object to shift to a target scene position in a scene area corresponding to the target virtual prop. In this way, a target virtual prop matched with the target object identifier is displayed through a simple and fast trigger operation for the target object identifier, and a prop skill of the target virtual prop is executed through a simple trigger operation to control the controlled virtual object to shift to the target scene position to interact with the target object. The player does not need to determine and select a matched virtual prop in a prop backpack according to the target object identifier, the operation process is simple, and the operation efficiency and operation experience of the player are improved.
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Description

Technical Field

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

[0002] In some games, game scenarios often include multiple target scenes. In actual gameplay, players typically need to control virtual objects to travel to different target scenes. Specifically, players can control virtual objects to move within the game scene and to a target location within that scene. When the target location is close to the virtual object's current location, an automatic pathfinding function can be used to guide the virtual object there. However, if the virtual object's current location is far from the target location, pathfinding is not possible. Related technologies often use virtual items to directly control the virtual object to quickly travel to the target location, but this requires players to identify and select the appropriate virtual item from their inventory based on the target location's location. This method is cumbersome and results in a poor player experience. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a game operation control method, device and electronic device, which directly displays the target virtual item that matches the target object through a simple and quick triggering method, and controls the transfer of the controlled virtual object to the target scene location of the target object by executing the skill of the target virtual item. The operation process is simple, so as to improve the player's operation efficiency and game operation experience.

[0004] In a first aspect, embodiments of the present invention provide a game operation control method, which provides a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of the game scene, which is divided into multiple scene areas. The game scene includes a controlled virtual object, which is controlled through the terminal device. The method includes: providing a target object identifier on the GUI, the target object identifier being used to trigger the controlled virtual object to interact with the target scene area where the target object is located; determining the target scene area where the target object is located in the game scene in response to a trigger operation on the target object identifier; determining at least one target virtual item that matches the target scene area, and displaying the target virtual item on the GUI; wherein the item skill of the target virtual item includes: controlling the controlled virtual object to move to the target scene location within the scene area corresponding to the target virtual item; and executing the item skill of the first item in response to a trigger operation on the first item among the target virtual items, so as to control the controlled virtual object to move to the target scene location.

[0005] The above-mentioned step of determining at least one target virtual prop that matches the target scene area includes: obtaining the virtual prop from the virtual backpack; wherein the virtual prop is pre-configured with a corresponding scene area; if the target scene area is located within the scene area corresponding to the virtual prop, the virtual prop is determined to be the target virtual prop.

[0006] The aforementioned virtual items include: virtual items of the first type and virtual items of the second type; the step of displaying the target virtual items in the graphical user interface includes: acquiring a first target virtual item belonging to the first type of virtual items, acquiring a second target virtual item belonging to the second type of virtual items; and controlling the graphical user interface to display the first target virtual item and the second target virtual item in a preset type order.

[0007] The first type of virtual prop is used to: determine the scene area corresponding to the first type of virtual prop and provide a scene area map, and in response to the selection operation of the target scene location in the scene area map, control the controlled virtual object to move to the target scene location; the second type of virtual prop is used to: provide a game scene map corresponding to the game scene, and in response to the selection operation of the scene area in the game scene map, control the controlled virtual object to move to the target scene location in the selected scene area.

[0008] If the first target virtual prop includes multiple items, the steps of controlling the graphical user interface to display the first target virtual prop include: calculating the distance between the scene area corresponding to each first target virtual prop and the scene area where the target object is located, and displaying each first target virtual prop in order of increasing distance.

[0009] After the steps of displaying the first target virtual prop in ascending order of distance, the method further includes: displaying a first identifier on the first target virtual prop corresponding to the smallest distance; wherein the first identifier is used to indicate that the scene area corresponding to the first target virtual prop is closest to the target object.

[0010] After the step of displaying the target virtual item in the graphical user interface, the method further includes: obtaining the historical usage count of the target virtual item, and displaying a second identifier on the target virtual item with the most historical usage count; wherein the second identifier is used to indicate that the target virtual item is the most frequently used virtual item.

[0011] Following the steps of controlling the graphical user interface to display the target virtual item, the method further includes: displaying the number of the target virtual item owned on the target virtual item.

[0012] The aforementioned virtual items include: first type virtual items and second type virtual items; the step of determining at least one target virtual item that matches the target scene area and displaying the target virtual item in the graphical user interface includes: if there is no first target virtual item of the first type that matches the target scene area in the virtual backpack, and / or no second target virtual item of the second type that matches the target scene area, displaying a virtual item purchase window in the graphical user interface; responding to a purchase operation for the virtual item purchase window, purchasing and obtaining the target virtual item that matches the target scene area; and displaying the target virtual item in the graphical user interface.

[0013] The step of displaying a virtual item purchase window in the graphical user interface if the virtual backpack does not contain a first target virtual item of type 1 that matches the target scene area, or a second target virtual item of type 2 that matches the target scene area, includes: if the virtual backpack does not contain a first target virtual item of type 1 that matches the target scene area, but contains a second target virtual item of type 2 that matches the target scene area, displaying the second target virtual item and a purchase window for the first target virtual item in the graphical user interface; and if the virtual backpack does not contain a second target virtual item of type 2 that matches the target scene area, but contains a first target virtual item of type 1 that matches the target scene area, displaying the first target virtual item and a purchase window for the second target virtual item in the graphical user interface.

[0014] The steps described above for displaying the second target virtual item and the purchase window of the first target virtual item in the graphical user interface include: displaying the second target virtual item and the first target virtual item in the graphical user interface; wherein a purchase control is displayed on the first target virtual item; and displaying the purchase window of the first target virtual item in response to a trigger operation on the purchase control.

[0015] If the virtual backpack does not contain a first target virtual item of type one that matches the target scene area, and does not contain a second target virtual item of type two that matches the target scene area, the virtual item purchase window includes: a purchase window for the first target virtual item and a purchase window for the second target virtual item.

[0016] The aforementioned virtual item purchase window is the purchase window for the first target virtual item, and the purchase window for the first target virtual item includes instruction information; the step of purchasing and acquiring the target virtual item matching the target scene area in response to the purchase operation for the virtual item purchase window includes: in response to the trigger operation for the instruction information, controlling the controlled virtual object to move to the sales scene location where the first target virtual item is sold, and displaying the scene screen corresponding to the sales scene location; wherein, the sales scene location is the sales scene location closest to the current scene location of the controlled virtual object; in the game scene corresponding to the sales scene location, in response to the purchase operation for the first target virtual item, purchasing and acquiring the first target virtual item matching the target scene area.

[0017] The aforementioned virtual prop purchase window is a second target virtual prop purchase window, which includes a quantity input box and a purchase control. The steps of purchasing and acquiring the target virtual prop that matches the target scene area in response to a purchase operation on the virtual prop purchase window include: acquiring the target quantity in response to an input operation on the input box; and purchasing and acquiring the target quantity of the second target virtual prop that matches the target scene area in response to a trigger operation on the purchase control.

[0018] If the first item is a virtual item of type one, the steps of responding to a trigger operation on the first item among the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location include: responding to a click trigger operation on the first item and displaying a scene area map of the target scene area corresponding to the first item in the graphical user interface; wherein the scene area map includes location markers corresponding to pre-configured preset scene locations; among the location markers, the target location marker corresponding to the preset scene location closest to the target object is displayed in a specified display mode; and responding to a trigger operation on the target location marker and controlling the controlled virtual object to move to the target scene location.

[0019] If the first item is a virtual item of the second type, the steps of responding to a trigger operation on the first item among the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location include: responding to a click trigger operation on the first item and displaying a game scene map corresponding to the game scene provided by the first item in the graphical user interface; wherein the game scene map includes area markers corresponding to each scene area in the game scene; and responding to a trigger operation on the area marker corresponding to the target scene area in the game scene map and controlling the controlled virtual object to move to the target scene location in the target scene area.

[0020] After the steps of responding to the trigger operation of the first item in the target virtual item and executing the item skill of the first item to control the controlled virtual object to move to the target scene location, the method further includes: responding to the movement control operation of the controlled virtual object and controlling the controlled virtual object to move to the scene location where the target object is located.

[0021] After the steps of responding to the trigger operation of the first item in the target virtual props and executing the item skill of the first item to control the controlled virtual object to move to the target scene location, the method further includes: responding to the trigger operation of the target object identifier and controlling the controlled virtual object to move to the scene location where the target object is located.

[0022] The graphical user interface described above also includes a task panel, which determines a target task in response to a selection operation on at least one of the task panels. A target object identifier is displayed in the task panel in a specified display manner, and the target object identifier is used to indicate the interactive object involved in the target task.

[0023] Secondly, embodiments of the present invention provide a game operation control device, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene, which is divided into multiple scene areas. The game scene includes a controlled virtual object, which is controlled through the terminal device. The device includes: a target object identification providing module, used to provide a target object identification on the graphical user interface, the target object identification being used to trigger the controlled virtual object to move to the target scene area where the target object is located for interaction; a target scene area determining module, used to respond to the trigger operation for the target object identification and determine the target scene area where the target object is located in the game scene; a target virtual item display module, used to determine at least one target virtual item that matches the target scene area and display the target virtual item on the graphical user interface; wherein, the item skill of the target virtual item includes: controlling the controlled virtual object to move to the target scene position within the scene area corresponding to the target virtual item; and a controlled virtual object control module, used to respond to the trigger operation for a first item among the target virtual items and execute the item skill of the first item to control the controlled virtual object to move to the target scene position.

[0024] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the operation control method of the game according to any one of the first aspects.

[0025] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the operation control of the game as described in any of the first aspects.

[0026] The embodiments of the present invention bring the following beneficial effects:

[0027] This invention provides a game operation control method, device, and electronic device. Responding to a trigger operation targeting a target object identifier, the method determines the target scene area where the target object is located; identifies a target virtual item matching the target scene area; and responds to a trigger operation targeting a first item among the target virtual items, executes the item skill of the first item to control the controlled virtual object to move to the target scene location within the scene area corresponding to the target virtual item. In this method, a simple and quick trigger method targeting the target object identifier displays the target virtual item matching the identifier, and a simple trigger method executes the item skill of the target virtual item, controlling the controlled virtual object to move to the target scene location and interact with the target object. Players do not need to judge and select a matching virtual item from their inventory based on the target object identifier, simplifying the operation process and improving player efficiency and experience.

[0028] 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.

[0029] 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

[0030] 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.

[0031] Figure 1 A schematic diagram illustrating a game operation control method provided in an embodiment of the present invention;

[0032] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present invention;

[0033] Figure 3A schematic diagram of a scene area map corresponding to a scene area provided in an embodiment of the present invention;

[0034] Figure 4 A schematic diagram of a game scene map corresponding to a game scene provided in an embodiment of the present invention;

[0035] Figure 5 A schematic diagram of another graphical user interface provided in an embodiment of the present invention;

[0036] Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of the present invention;

[0037] Figure 7 A schematic diagram of a virtual item purchase window provided in an embodiment of the present invention;

[0038] Figure 8 A schematic diagram of another virtual item purchase window provided in an embodiment of the present invention;

[0039] Figure 9 A schematic diagram of another virtual item purchase window provided in an embodiment of the present invention;

[0040] Figure 10 This is a schematic diagram of the structure of a game operation control device provided in an embodiment of the present invention;

[0041] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0042] 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.

[0043] Currently, many games feature multiple target scenes, requiring players to control virtual objects to navigate between them. Specifically, players can move virtual objects within the game scene to a target location within that scene. When the target location is close to the virtual object's current position, players can click on the object in the task tracking panel to trigger an automatic pathfinding function, allowing them to move the virtual object to the target location. However, if the virtual object is far from the target location, the pathfinding function cannot be used. Related technologies often use virtual items to directly control the virtual object to quickly reach the target location, but this requires players to identify and select the corresponding virtual item from their inventory based on the target location's location. This method is cumbersome and results in a poor gaming experience. Therefore, this invention provides a game operation control method, device, and electronic device. This technology can be applied to mobile terminal devices such as mobile phones, tablets, and laptops, as well as computers and other devices.

[0044] In one embodiment of this disclosure, the game operation control method can run on a local terminal device or a server. When the game operation control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0045] 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 operation and control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. 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.

[0046] 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.

[0047] In one possible implementation, this invention provides a game operation control method, which provides a graphical user interface (GUI) through a terminal device. The terminal device can be either a local terminal device as mentioned above, or a client device in a cloud interaction system as mentioned above. The GUI displays at least a portion of the game scene, which is divided into multiple scene areas. The game scene includes controlled virtual objects, which are controlled through the terminal device. Figure 1 As shown, the method includes the following steps:

[0048] Step S102: Provide a target object identifier on the graphical user interface. The target object identifier is used to trigger the controlled virtual object to go to the target scene area where the target object is located for interaction.

[0049] Step S104: Respond to the trigger operation for the target object identifier and determine the target scene area where the target object is located in the game scene;

[0050] The aforementioned target objects typically refer to locations within the game scene, non-player characters, virtual items, and virtual props. These target objects are usually located in specific locations within the game scene. The target object identifier typically refers to the name of the target object, which could be the location name corresponding to a different location within the game scene, the character name corresponding to a non-player character, or the item name corresponding to a virtual item, such as the name of a doll sold in the game scene. Both non-player characters and virtual items are located in specific locations within the game scene.

[0051] The graphical user interface (GUI) also includes a task panel, in which the target object identifier is displayed in a specified manner. This target object identifier is typically displayed in a designated window (i.e., the task panel) of the GUI, such as a task tracking window in a game, using methods such as highlighting, flashing, displaying in a specified color, or displaying with an underline. The task panel also displays game task information, where information other than the target object identifier is displayed differently. Players can learn about the tasks they need to complete and the locations they need to travel to through the game task information in the task panel (e.g., the task tracking window). This designated window is usually fixed in a specific location within the GUI, such as the upper right corner. Furthermore, the target object identifier is displayed above the scene's display hierarchy.

[0052] The game scene described above has multiple scene areas, and each scene area includes multiple scene locations. For example, the game scene is divided into a first scene area, a second scene area, a third scene area, and a fourth scene area. Each scene area has a corresponding area name, and each scene area has multiple scene locations, each scene location also has a corresponding location name.

[0053] In practice, when a player needs to move to the location of a target object, they can click on the target object icon displayed in the graphical user interface. The terminal device will then determine the target scene area from among the multiple scene areas defined by the game scene. For example, if the target object is a non-player character in the game scene, the terminal device will determine the target scene area based on the location of the non-player character within the game scene.

[0054] Step S106: Determine at least one target virtual prop that matches the target scene area, and display the target virtual prop in the graphical user interface; wherein, the prop skill of the target virtual prop includes: controlling the controlled virtual object to move to the target scene position within the scene area corresponding to the target virtual prop;

[0055] The aforementioned virtual props all possess corresponding prop skills. In this embodiment, the prop skill of the virtual prop is to control the controlled virtual object to move to a target scene location within the scene area corresponding to the target virtual prop. This target scene location is typically a preset scene location pre-configured for the target virtual prop, and usually one or more preset scene locations are pre-configured for a single target virtual prop. This preset scene location can be set by the player as needed. Therefore, specifically, based on the scene area corresponding to each virtual prop, it can be determined that the scene area is the same as the target scene area, or the virtual prop whose scene area includes the target scene area can be determined as the aforementioned target virtual prop. In this embodiment, the target virtual prop can also control the controlled virtual object to move to the target scene location within the scene area corresponding to the target virtual prop at a preset speed, where the preset speed can be set in advance according to game needs.

[0056] The aforementioned determination of the target virtual item matching the target scene area can be achieved by retrieving the target virtual item from the player's virtual inventory (or item inventory, item bag). If the virtual inventory contains a target virtual item matching the target scene area, the graphical user interface can be controlled to display the target virtual item, specifically by displaying the item's identifier.

[0057] For example, such as Figure 2 As shown, the task tracking window displays "Go to the first scene location in the first scene area". NPC1 "At this location, execute the specified task." Players can click the target object icon in the task tracking window to select the target. Figure 2 "in NPC1 "This allows you to display the item icon of the target virtual item in the target area of ​​the graphical user interface, such as..." Figure 2 The image shows three target virtual items.

[0058] Step S108: In response to the trigger operation for the first item in the target virtual items, execute the item skill of the first item to control the controlled virtual object to move to the target scene location.

[0059] Specifically, players can directly click on the first item to activate its skill, automatically controlling the controlled virtual object to move to the target scene location. Alternatively, clicking on the first item will display a scene map of the corresponding area in the graphical user interface. Players can then select a target scene location on the map and click on it to move the controlled virtual object there. Once at the target location, players can further control the virtual object to move to the target's location using movement controls.

[0060] You can also click on the first item to display a scene map of the corresponding area in the graphical user interface. Then, select the target scene area in the scene map, click on the target scene area, and display a regional scene map of that target scene area. Select the target scene location in that regional scene map, click on the target scene location, and control the controlled virtual object to move to that location. Alternatively, you can click on the first item to display a scene map of the corresponding area in the graphical user interface. Then, select the target scene area in the scene map, click on the target scene area, and control the controlled virtual object to move to a pre-configured scene location within that target scene area.

[0061] After the controlled virtual object is moved to the target scene location, the graphical user interface will display the scene screen corresponding to the target scene location. For example, such as... Figure 2 As shown, after clicking on the target virtual prop located in the first grid (i.e., the first prop mentioned above), the controlled virtual object is moved to the target scene location, and then the scene screen corresponding to the target scene location will be displayed.

[0062] This invention provides a game operation control method. Responding to a trigger operation targeting a target object identifier, the method determines the target scene area where the target object is located; identifies a target virtual item matching the target scene area; and responds to a trigger operation targeting a first item among the target virtual items, executes the item skill of the first item to control the controlled virtual object to move to the target scene location within the scene area corresponding to the target virtual item. In this method, a simple and quick trigger method targeting the target object identifier displays the target virtual item matching the identifier, and a simple trigger method executes the item skill of the target virtual item, controlling the controlled virtual object to move to the target scene location and interact with the target object. Players do not need to determine and select a matching virtual item from their inventory based on the target object identifier, simplifying the operation process and improving player efficiency and experience.

[0063] The following describes the step of determining at least one target virtual prop that matches the target scene area in step S106 above. One possible implementation is as follows: obtain the virtual prop from the virtual backpack; wherein the virtual prop is pre-configured with a corresponding scene area; if the target scene area is located within the scene area corresponding to the virtual prop, the virtual prop is determined to be the target virtual prop.

[0064] Specifically, the system retrieves virtual items from the virtual inventory that are related to the skill of moving a controlled virtual object. These virtual items are typically purchased by the player or crafted using resources acquired in the game. Different virtual items are pre-configured with different scene areas; these scene areas can be the entire game scene or a portion of it. The system retrieves the scene area corresponding to each virtual item, determines whether that scene area includes the target scene area, and identifies the virtual item that does. This method automatically determines the target virtual item from the virtual inventory based on its corresponding scene area and the target scene area, eliminating the need for the player to manually select the target virtual item from the inventory, thus improving player efficiency and the overall gaming experience.

[0065] The aforementioned virtual items include: first type virtual items and second type virtual items; the following describes a possible implementation of step S106, which involves displaying the target virtual item in the graphical user interface:

[0066] Step 10: Obtain the first target virtual item that belongs to the first type of virtual item among the target virtual items; obtain the second target virtual item that belongs to the second type of virtual item among the target virtual items.

[0067] The aforementioned first type of virtual props are used to: determine the scene area corresponding to the first type of virtual props and provide a scene area map corresponding to the scene area, respond to the selection operation of the target scene location in the scene area map, and control the controlled virtual object to move to the target scene location;

[0068] For example, such as Figure 3 The image shown is a schematic diagram of a scene area map corresponding to one of the scene areas in the game scene. This scene area map includes multiple location markers ( Figure 3 (Represented by black circles in the image), players can click on any location marker to control the controlled virtual object to move to the target scene location corresponding to that location marker at a preset speed.

[0069] The second type of virtual props mentioned above are used to: provide a game scene map corresponding to the game scene, respond to the selection operation of a scene area in the game scene map, and control the controlled virtual object to move to the target scene position within the selected scene area.

[0070] For example, such as Figure 4 The image shown is a schematic diagram of the game scene map corresponding to the game scene. This game scene map includes area markers corresponding to multiple scene areas. Figure 4(Using text to represent this), players can click on any area marker to control the controlled virtual object to move to the target scene location within the selected scene area at a preset speed.

[0071] In actual implementation, a first target virtual item belonging to the first type is determined from the target virtual items, and a second target virtual item belonging to the second type is determined from the target virtual items.

[0072] Step 20: Control the graphical user interface to display the first target virtual item and the second target virtual item in a preset type arrangement order.

[0073] The above-mentioned preset type arrangement order typically places first-type virtual items before second-type virtual items. Since second-type virtual items are used to provide game scene maps, they have lower movement accuracy, slower movement speed, and more complex operation compared to first-type virtual items. Therefore, the target virtual items recommended to players can be displayed with the first target virtual item appearing before the second target virtual item. For example... Figure 2 As shown, the first two squares display the first target virtual item, and the third square displays the second target virtual item. This method determines the display order of each target virtual item based on its type, making it easier to provide players with more suitable virtual items.

[0074] If the aforementioned first target virtual prop includes multiple items, one possible implementation of step 20 above, which involves controlling the graphical user interface to display the first target virtual prop, is as follows:

[0075] (1) Calculate the distance between the scene area corresponding to each first target virtual prop and the scene area where the target object is located, and display each first target virtual prop in order of increasing distance.

[0076] If there are multiple primary target virtual props, to enable players to easily and quickly move the controlled virtual object to the target scene location, it is necessary to determine which primary target virtual prop located in the first grid is the one that, when the corresponding prop skill is executed, will allow the player to reach the target scene location the fastest. Specifically, the distance between the center of the scene area corresponding to the primary target virtual prop and the center of the scene area where the target object is located can be calculated.

[0077] In another possible approach, the first target virtual item is pre-configured with one or more preset scene locations. Since the player controls the controlled virtual item to move to the preset scene location (i.e., the aforementioned target scene location) after using the first target virtual item, the distance between the preset scene location and the scene location of the target object can be calculated in the game scene. The first target virtual item corresponding to the preset scene location closest to the target object's scene location is then displayed in the first grid. Specifically, the first target virtual items are displayed in ascending order of distance.

[0078] In practice, the first target virtual prop has multiple preset scene locations pre-configured. It's necessary to calculate the distance between each preset scene location within each first target virtual prop and the target scene location. First, determine the preset scene location closest to the target scene location from among the first target virtual props. Then, compare the distance between the closest preset scene location and the target scene location for each first target virtual prop to obtain the distance between each first target virtual prop and the target scene location. Finally, display the first target virtual props in ascending order of distance.

[0079] In the above method, the first target virtual prop is displayed in ascending order of distance based on the distance between the scene area corresponding to the first target virtual prop and the scene area where the target object is located, which further improves the player's operation efficiency.

[0080] To further enhance the player's gaming experience, after displaying the first target virtual item in ascending order of distance, the above method also includes:

[0081] A first identifier is displayed on the first target virtual prop corresponding to the minimum distance; wherein, the first identifier is used to indicate that the scene area corresponding to the first target virtual prop is closest to the target object;

[0082] In fact, the first identifier can also be used to indicate that the preset scene location in the first target virtual prop is closest to the target object. For example, such as Figure 5 As shown, the first identifier is displayed on the first target virtual prop located in the first grid, corresponding to... Figure 5 The "closest" indicator is used to remind players that the virtual item is closest to the target object in the scene. This method further enhances the player's gaming experience by displaying a first indicator indicating the closest proximity to the target object on the first target virtual item.

[0083] To further enhance the player's gaming experience, after the step of displaying the target virtual item in the graphical user interface, the above method also includes:

[0084] (1) Obtain the historical usage count of the target virtual item and display a second identifier on the target virtual item with the most historical usage count; wherein, the second identifier is used to indicate that the target virtual item is the most frequently used virtual item.

[0085] Players often choose to use the same virtual items based on their gaming habits. Therefore, considering these habits, the historical usage count of the target virtual item is retrieved, and a second identifier is displayed on the target virtual item with the highest historical usage count; for example, such as... Figure 6 As shown, a second identifier is displayed on the first target virtual prop located in the first grid, corresponding to... Figure 7 The "Most Used" indicator is used in this method. Taking into account players' gaming habits, a second indicator is displayed on the most frequently used virtual item based on the player's historical usage count, further enhancing the player's gaming experience.

[0086] (2) Display the number of the target virtual item owned on the target virtual item.

[0087] Furthermore, to allow players to clearly understand the quantity of the target virtual item they currently possess, the quantity of the target virtual item is displayed on the target virtual item itself. For example, such as... Figure 2 As shown, the remaining quantity of the target virtual item is displayed in the upper left corner, which makes it easier for players to use virtual items with a large quantity. At the same time, it allows players to consider the remaining quantity when using the target virtual item, so players do not need to check the number of virtual items in the virtual inventory, which further improves the efficiency of player operation and the game experience.

[0088] The aforementioned virtual props include: first type virtual props and second type virtual props; in step S106 above, the step of determining at least one target virtual prop that matches the target scene area and displaying the target virtual prop on the graphical user interface, another possible implementation is as follows:

[0089] Step A: If the virtual backpack does not contain a first target virtual item of type one that matches the target scene area, and / or does not contain a second target virtual item of type two that matches the target scene area, a virtual item purchase window is displayed in the graphical user interface.

[0090] The aforementioned virtual item purchase window includes: a purchase window for a first target virtual item, or a purchase window for a second target virtual item, or a purchase window for both the first and second target virtual items. Specifically, if the virtual inventory does not contain a first target virtual item of type one that matches the target scene area, or a second target virtual item of type two that matches the target scene area, the graphical user interface is controlled to display either the purchase window for the first target virtual item or the purchase window for the second target virtual item.

[0091] Alternatively, if the virtual backpack does not contain a first target virtual item of type one that matches the target scene area, nor a second target virtual item of type two that matches the target scene area, the graphical user interface is controlled to display the purchase window for the first target virtual item and the purchase window for the second target virtual item.

[0092] Step A above, one possible implementation method:

[0093] (1) If there is no first target virtual item of type 1 that matches the target scene area in the virtual backpack, but there is a second target virtual item of type 2 that matches the target scene area, display the second target virtual item and the purchase window of the first target virtual item in the graphical user interface.

[0094] In other words, the virtual inventory lacks a first-target virtual item that matches the target scene area and belongs to the first type of virtual item. In practice, the purchase window for the first-target virtual item can be displayed simultaneously with the second-target virtual item. This allows players to easily acquire and use the first-target virtual item.

[0095] One possible implementation: A second target virtual item and a first target virtual item are displayed in a graphical user interface; wherein a purchase control is displayed on the first target virtual item; in response to a trigger operation on the purchase control, a purchase window for the first target virtual item is displayed.

[0096] For example, such as Figure 7 As shown, the first cell displays the second target virtual item, and the second cell displays the first target virtual item. At this time, a purchase control (corresponding to) is displayed in the lower right corner of the first target virtual item. Figure 7 The top left corner displays a "+" sign indicating that the player has "0" of the first target virtual item. Players can click the "+" sign in the bottom right corner to open the purchase window for the first target virtual item.

[0097] (2) If there is no second target virtual item in the virtual backpack that matches the target scene area and belongs to the second type of virtual item, but there is a first target virtual item that matches the target scene area and belongs to the first type of virtual item, control the graphical user interface to display the first target virtual item and the purchase window of the second target virtual item.

[0098] In other words, the virtual inventory lacks a second-target virtual item belonging to the second type of virtual item that matches the target scene area. In practice, the purchase window for the second-target virtual item can be displayed simultaneously with the first-target virtual item. This allows players to easily acquire and use the second-target virtual item.

[0099] For example, it can display the purchase windows for the first target virtual item and the second target virtual item.

[0100] In one possible implementation, a graphical user interface is controlled to display a second target virtual item and a first target virtual item; wherein a purchase control is displayed on the second target virtual item; and in response to a trigger operation on the purchase control, a purchase window for the second target virtual item is displayed.

[0101] For example, such as Figure 8 As shown, the first cell displays the first target virtual item, and the second cell displays the second target virtual item. At this point, a purchase button is displayed in the lower right corner of the second target virtual item (corresponding to...). Figure 8 The "+" icon in the top left corner indicates that the player has "0" of the second target virtual item. Players can click the "+" purchase control in the bottom right corner to open the purchase window for the second target virtual item.

[0102] (3) If there is no first target virtual item in the virtual backpack that matches the target scene area and belongs to the first type of virtual item, and there is no second target virtual item that matches the target scene area and belongs to the second type of virtual item, the virtual item purchase window includes: the purchase window for the first target virtual item and the purchase window for the second target virtual item.

[0103] For example, such as Figure 9 As shown, the virtual item purchase window includes purchase areas for both the first and second target virtual items. This means players can purchase both the first and second target virtual items within the same window.

[0104] Step B: Respond to the purchase operation of the purchase window for virtual props, purchase and obtain the target virtual props that match the target scene area;

[0105] Specifically, players can enter the quantity they want to buy in the virtual item purchase window and click "buy". They can also open the scene where virtual items are sold in the game scene through the virtual item purchase window and buy the target virtual item in the game scene.

[0106] Step C: Control the graphical user interface to display the target virtual item.

[0107] In the above method, when the target virtual item is missing from the backpack, a purchase window for the target virtual item can be displayed directly, so that players can directly purchase the virtual item they need on the current interface without having to go to the scene where the target virtual item is sold, which further improves the player's operating efficiency and game experience.

[0108] The aforementioned virtual item purchase window is the purchase window for the first target virtual item, and the purchase window for the first target virtual item includes instruction information; in step B above, the step of purchasing and obtaining the target virtual item matching the target scene area in response to the purchase operation of the virtual item purchase window, one possible implementation is as follows:

[0109] In response to the triggered operation of the instruction information, the controlled virtual object is moved to the sales scene location where the first target virtual item is sold, and the scene screen corresponding to the sales scene location is displayed; wherein, the sales scene location is the sales scene location closest to the current scene location of the controlled virtual object; in the game scene corresponding to the sales scene location, in response to the purchase operation for the first target virtual item, the first target virtual item matching the target scene area is purchased and acquired.

[0110] For example, such as Figure 7 The purchase window for the first target virtual item shown includes instruction information, namely... Figure 7 If you are missing a red virtual item in your backpack, you can go to [location missing]. Recent stalls The "Recent Stall" option is located within the "Make Purchase" section. Players can click on the "Player Stall" indicator to move the controlled virtual object to the nearest selling scene location for the first target virtual item, i.e., the aforementioned "Recent Stall," and the corresponding scene screen will be displayed. At this time, players can purchase the first target virtual item within this scene, acquiring the first target virtual item that matches the target scene area.

[0111] The aforementioned virtual item purchase window is the purchase window for the second target virtual item, which includes a quantity input box and purchase controls. In step B above, the step of responding to a purchase operation on the virtual item purchase window and purchasing and acquiring the target virtual item matching the target scene area can be implemented in the following way:

[0112] In response to input operations in the input box, obtain the target quantity; in response to trigger operations in the purchase control, purchase and obtain the target quantity of a second target virtual prop that matches the target scene area.

[0113] For example, such as Figure 8 The second target virtual item purchase window shown includes a quantity input box and purchase controls. Figure 8 The system includes an input box to the right of "Quantity" and a "Confirm" button. Additionally, it displays the unit price and total amount of the second target virtual item. Players can enter the desired quantity of the second target virtual item into the quantity input box, then click the "Confirm" button to purchase and obtain the target quantity of the second target virtual item matching the target scene area.

[0114] Furthermore, if the first item belongs to the first type of virtual item, in step S108 above, in response to the trigger operation targeting the first item among the target virtual items, the step of executing the item skill of the first item to control the controlled virtual object to move to the target scene location, one possible implementation is as follows:

[0115] In response to a click trigger operation on the first prop, a scene area map of the target scene area corresponding to the first prop is displayed in the graphical user interface; wherein, the scene area map includes location markers corresponding to pre-configured preset scene locations; among the location markers, the target location marker corresponding to the preset scene location closest to the target object is displayed in a specified display mode; in response to a trigger operation on the target location marker, the controlled virtual object is controlled to move to the target scene location, and the scene screen of the target scene location is displayed.

[0116] For example, such as Figure 3 As shown, when a player clicks on the first item, a scene map of the target area will be displayed. This map includes pre-configured location markers corresponding to preset scene positions, such as... Figure 3 The black circular markers in the image, with the target location marker corresponding to the preset scene position closest to the target object, are displayed in a specified display manner, for example as follows: Figure 3 The black pentagram in the image; players can click on the pentagram icon to control the controlled virtual object to move to the target scene location and display the scene screen of the target scene location; in this method, the location icon of the preset scene location closest to the target scene location is displayed in a specified format, enabling players to quickly control the controlled virtual object to move to the target scene location.

[0117] Furthermore, if the first prop belongs to the second type of virtual prop, in step S106 above, in response to the trigger operation targeting the first prop among the target virtual props, the prop skill of the first prop is executed to control the controlled virtual object to move to the target scene position. One possible implementation is as follows:

[0118] In response to a click trigger operation on the first item, a game scene map corresponding to the game scene provided by the first item is displayed on the graphical user interface; wherein, the game scene map includes area identifiers corresponding to each scene area in the game scene; in response to a trigger operation on the area identifier corresponding to the target scene area in the game scene map, the controlled virtual object is controlled to move to the target scene position in the target scene area.

[0119] For example, such as Figure 4 As shown, when a player clicks on the first item, a game scene map will be displayed. This map includes area markers for each region within the game scene, such as... Figure 4 The game map displays text markers (area 1, area 2, etc.). Players can identify the text marker corresponding to the target scene area based on the displayed game scene map. Clicking on the text marker will move the controlled virtual object to the target scene location within the target scene area, and the game scene screen at that location will be displayed.

[0120] After responding to a trigger operation on the first item among the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location, the method further includes:

[0121] In response to a movement control operation on the controlled virtual object, the controlled virtual object is moved to the scene location where the target object is located; or, in response to a trigger operation on the target object identifier, the controlled virtual object is moved to the scene location where the target object is located.

[0122] Specifically, players can control the movement of the controlled virtual object, moving it to the location of the target object and displaying the scene view at that location. Alternatively, after the controlled virtual object has moved to the target scene location, if it is far from the target object (e.g., greater than a preset distance), players can continue to click on the target object's icon or the corresponding task panel to initiate automatic pathfinding, moving the controlled virtual object to the target object's scene location and displaying the scene view at that location.

[0123] The graphical user interface described above also includes a task panel, which determines a target task in response to a selection operation on at least one of the task panels. A target object identifier is displayed in the task panel in a specified display manner, and the target object identifier is used to indicate the interactive object involved in the target task.

[0124] For example, such as Figure 2 The task tracking panel shown corresponds to the task panel mentioned above. Players can trigger actions based on the target object markers in the task tracking panel to determine their target task. For example, clicking the target object marker "NPC1" will determine that the player's target task is to go to NPC1 in the first scene of the first scene area. In addition, players can learn about the interactive objects involved in the target task based on the target object markers. For example, by clicking NPC1, players can learn that the name of the interactive object is "NPC1".

[0125] This invention enables players to quickly reach the location of the target object through a fast interaction method, facilitates scene switching, reduces the cost of frequent player operations, and optimizes the user experience.

[0126] Corresponding to the above method embodiments, this invention provides a game operation control device that provides a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of the game scene, which is divided into multiple scene areas. Each game scene includes a controlled virtual object, which is controlled through the terminal device. Figure 10 As shown, the device includes:

[0127] The target object identification module 1001 is used to provide a target object identification on the graphical user interface, the target object identification being used to trigger the controlled virtual object to go to the target scene area where the target object is located for interaction;

[0128] The target scene area determination module 1002 is used to respond to the trigger operation for the target object identifier and determine the target scene area where the target object is located in the game scene.

[0129] The target virtual prop display module 1003 is used to determine at least one target virtual prop that matches the target scene area and display the target virtual prop in the graphical user interface; wherein, the prop skill of the target virtual prop includes: controlling the controlled virtual object to move to the target scene position within the scene area corresponding to the target virtual prop;

[0130] The controlled virtual object control module 1004 is used to respond to the trigger operation of the first item in the target virtual props, execute the prop skill of the first item, and control the controlled virtual object to move to the target scene location.

[0131] This invention provides a game operation control device that, in response to a trigger operation targeting a target object identifier, determines the target scene area where the target object is located; identifies a target virtual item matching the target scene area; and, in response to a trigger operation targeting a first item among the target virtual items, executes the item skill of the first item to control the controlled virtual object to move to the target scene location within the scene area corresponding to the target virtual item. In this method, a simple and quick trigger method targeting the target object identifier displays the target virtual item matching the identifier, and a simple trigger method executes the item skill of the target virtual item to control the controlled virtual object to move to the target scene location and interact with the target object. Players do not need to determine and select a matching virtual item from their inventory based on the target object identifier, simplifying the operation process and improving player efficiency and experience.

[0132] The aforementioned target virtual item display module is also used to: obtain virtual items from the virtual backpack; wherein, the virtual items are pre-configured with corresponding scene areas; if the target scene area is located within the scene area corresponding to the virtual item, the virtual item is determined to be the target virtual item.

[0133] The aforementioned virtual props include: virtual props of the first type and virtual props of the second type; the aforementioned target virtual prop display module is further configured to: acquire a first target virtual prop belonging to the first type of virtual props, acquire a second target virtual prop belonging to the second type of virtual props; and control the graphical user interface to display the first target virtual prop and the second target virtual prop in a preset type order.

[0134] The first type of virtual prop is used to: determine the scene area corresponding to the first type of virtual prop and provide a scene area map, and in response to the selection operation of the target scene location in the scene area map, control the controlled virtual object to move to the target scene location; the second type of virtual prop is used to: provide a game scene map corresponding to the game scene, and in response to the selection operation of the scene area in the game scene map, control the controlled virtual object to move to the target scene location in the selected scene area.

[0135] If the first target virtual prop includes multiple items, the target virtual prop display module is further configured to: calculate the distance between the scene area corresponding to each first target virtual prop and the scene area where the target object is located, and display each first target virtual prop in order of increasing distance.

[0136] The aforementioned device further includes a first identifier display module, used to: display a first identifier on the first target virtual prop corresponding to the minimum distance; wherein the first identifier is used to indicate that the scene area corresponding to the first target virtual prop is closest to the target object.

[0137] The aforementioned device further includes a first identifier display module, used to: obtain the historical usage count of the target virtual item, and display a second identifier on the target virtual item with the most historical usage count; wherein the second identifier is used to indicate that the target virtual item is the most frequently used virtual item.

[0138] The aforementioned device also includes a quantity display module, used to display the quantity of the target virtual item on the target virtual item.

[0139] The aforementioned virtual items include: first type virtual items and second type virtual items; the aforementioned target virtual item display module is further configured to: if there is no first target virtual item of the first type matching the target scene area in the virtual backpack, and / or no second target virtual item of the second type matching the target scene area, display a virtual item purchase window in the graphical user interface; respond to a purchase operation on the virtual item purchase window, purchase and obtain the target virtual item matching the target scene area; and display the target virtual item in the graphical user interface.

[0140] The aforementioned target virtual item display module is further configured to: if there is no first target virtual item of the first type matching the target scene area in the virtual backpack, but there is a second target virtual item of the second type matching the target scene area, display the second target virtual item and a purchase window for the first target virtual item in the graphical user interface; if there is no second target virtual item of the second type matching the target scene area in the virtual backpack, but there is a first target virtual item of the first type matching the target scene area, display the first target virtual item and a purchase window for the second target virtual item in the graphical user interface.

[0141] The aforementioned target virtual item display module is also used to: display a second target virtual item and a first target virtual item in a graphical user interface; wherein a purchase control is displayed on the first target virtual item; and in response to a trigger operation on the purchase control, display a purchase window for the first target virtual item.

[0142] If the virtual backpack does not contain a first target virtual item of type one that matches the target scene area, and a second target virtual item of type two that matches the target scene area, the virtual item purchase window includes: a purchase window for the first target virtual item and a purchase window for the second target virtual item.

[0143] The aforementioned virtual item purchase window is the purchase window for the first target virtual item, and the purchase window for the first target virtual item includes instruction information; the aforementioned target virtual item display module is also used to: respond to a trigger operation for the instruction information, control the controlled virtual object to move to the sales scene location where the first target virtual item is sold, and display the scene screen corresponding to the sales scene location; wherein, the sales scene location is the scene location closest to the current scene location of the controlled virtual object; in the game scene corresponding to the first scene location, respond to a purchase operation for the first target virtual item, purchase and obtain the first target virtual item that matches the target scene area.

[0144] The aforementioned virtual prop purchase window is the purchase window for the second target virtual prop. The purchase window for the second target virtual prop includes a quantity input box and a purchase control. The aforementioned target virtual prop display module is also used to: respond to input operations on the input box and obtain the target quantity; respond to trigger operations on the purchase control and purchase and obtain the target quantity of the second target virtual prop that matches the target scene area.

[0145] If the first prop belongs to the first type of virtual prop, the controlled virtual object control module is further configured to: respond to a click trigger operation for the first prop, display a scene area map of the target scene area corresponding to the first prop in the graphical user interface; wherein the scene area map includes location markers corresponding to pre-configured preset scene locations; among the location markers, the target location marker corresponding to the preset scene location closest to the target object is displayed in a specified display mode; and respond to a trigger operation for the target location marker, control the controlled virtual object to move to the preset scene location.

[0146] If the first item is a virtual item of the second type, the controlled virtual object control module is further configured to: respond to a click trigger operation for the first item and display a game scene map corresponding to the game scene provided by the first item in the graphical user interface; wherein the game scene map includes an area identifier corresponding to each scene area in the game scene; and respond to a trigger operation for the area identifier corresponding to the target scene area in the game scene map and control the controlled virtual object to move to the target scene location in the target scene area.

[0147] The aforementioned controlled virtual object control module is also used to: respond to movement control operations on the controlled virtual object and control the controlled virtual object to move to the scene location where the target object is located.

[0148] The aforementioned controlled virtual object control module is also used to: respond to trigger operations targeting the target object identifier and control the controlled virtual object to move to the scene location where the target object is located.

[0149] The graphical user interface described above also includes a task panel, which determines a target task in response to a selection operation on at least one of the task panels. The target object identifier is displayed in the task panel in a specified display manner, and the target object identifier is used to indicate the interactive object involved in the target task.

[0150] The game operation control device provided in this embodiment of the invention has the same technical features as the game operation control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0151] 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 operation control method of the aforementioned game. This electronic device can be a server or a terminal device.

[0152] See Figure 11 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 operation control method of the game described above.

[0153] Furthermore, Figure 11 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0154] The memory 101 may include high-speed random access memory (RAM) and may also include 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, metropolitan area network, etc. 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 11 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.

[0155] 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 mature 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. The processor 100 reads information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiment. These steps specifically include:

[0156] A target object identifier is provided on the graphical user interface (GUI). This identifier triggers a controlled virtual object to interact with the target scene area where the target object is located. In response to a trigger operation on the target object identifier, the target scene area where the target object is located is determined within the game scene. At least one target virtual item matching the target scene area is identified and displayed on the GUI. The item skills of the target virtual items include: controlling the controlled virtual object to move to the target scene location within the scene area corresponding to the target virtual item; and, in response to a trigger operation on the first item among the target virtual items, executing the item skill of the first item to control the controlled virtual object to move to the target scene location. This method, through a simple and quick trigger method based on the target object identifier, displays the target virtual item matching the identifier and executes its item skill to control the controlled virtual object to move to the target scene location and interact with the target object. Players do not need to determine and select a matching virtual item from their inventory based on the target object identifier, simplifying the operation and improving player efficiency and experience.

[0157] The steps described above for determining at least one target virtual item that matches a target scene area include: retrieving a virtual item from a virtual inventory; wherein the virtual item is pre-configured with a corresponding scene area; and if the target scene area is located within the scene area corresponding to the virtual item, the virtual item is determined to be the target virtual item. In this method, the target virtual item is automatically determined from the virtual items in the virtual inventory based on the scene area corresponding to the virtual item and the target scene area, eliminating the need for the player to manually select the target virtual item from the virtual inventory, thus improving player operation efficiency and game experience.

[0158] The aforementioned virtual items include: first-type virtual items and second-type virtual items. The step of displaying the target virtual items in the graphical user interface includes: acquiring a first target virtual item belonging to the first type; acquiring a second target virtual item belonging to the second type; and controlling the graphical user interface to display the first and second target virtual items in a preset type order. In this method, the display order of each target virtual item is determined according to its type to facilitate providing players with more suitable virtual items.

[0159] The first type of virtual prop is used to: determine the scene area corresponding to the first type of virtual prop and provide a scene area map, and in response to the selection operation of the target scene location in the scene area map, control the controlled virtual object to move to the target scene location; the second type of virtual prop is used to: provide a game scene map corresponding to the game scene, and in response to the selection operation of the scene area in the game scene map, control the controlled virtual object to move to the target scene location in the selected scene area.

[0160] If the first target virtual item comprises multiple items, the steps for controlling the graphical user interface to display the first target virtual items include: calculating the distance between the scene area corresponding to each first target virtual item and the scene area where the target object is located, and displaying each first target virtual item in ascending order of distance. In this method, displaying the first target virtual items in ascending order of distance based on the positional distance between the scene area corresponding to the first target virtual item and the target object further improves the player's operational efficiency.

[0161] Following the steps of displaying the first target virtual props in ascending order of distance, the method further includes: displaying a first identifier on the first target virtual prop corresponding to the smallest distance; wherein the first identifier indicates that the scene area corresponding to the first target virtual prop is closest to the target object. This method further enhances the player's gaming experience by displaying a first identifier on the first target virtual prop indicating the closest location to the target scene.

[0162] Following the step of displaying the target virtual item in the graphical user interface, the method further includes: obtaining the historical usage count of the target virtual item, and displaying a second identifier on the target virtual item with the highest historical usage count; wherein the second identifier indicates that the target virtual item is the most frequently used virtual item. This approach, taking into account players' gaming habits, further enhances the player's gaming experience by displaying a second identifier on the target virtual item with the highest historical usage count based on the player's data.

[0163] Following the steps of controlling the graphical user interface to display the target virtual item, the method further includes: displaying the quantity of the target virtual item on the target virtual item itself. Players no longer need to check their virtual inventory to see the quantity of virtual items, further improving player efficiency and overall gaming experience.

[0164] The aforementioned virtual items include: first-type virtual items and second-type virtual items. The step of determining at least one target virtual item that matches the target scene area and displaying the target virtual item in the graphical user interface includes: if there is no first target virtual item of the first type that matches the target scene area in the virtual inventory, and / or no second target virtual item of the second type that matches the target scene area, displaying a virtual item purchase window in the graphical user interface; responding to a purchase operation for the virtual item purchase window, purchasing and obtaining the target virtual item that matches the target scene area; and displaying the target virtual item in the graphical user interface. In this method, when the target virtual item is missing from the inventory, the purchase window for the target virtual item can be directly displayed, allowing players to directly purchase the virtual item they need on the current interface without having to go to the scene location where the target virtual item is sold, further improving the player's operational efficiency and gaming experience.

[0165] The step of displaying a virtual item purchase window in the graphical user interface if the virtual backpack does not contain a first target virtual item of type 1 that matches the target scene area, or a second target virtual item of type 2 that matches the target scene area, includes: if the virtual backpack does not contain a first target virtual item of type 1 that matches the target scene area, but contains a second target virtual item of type 2 that matches the target scene area, displaying the second target virtual item and a purchase window for the first target virtual item in the graphical user interface; and if the virtual backpack does not contain a second target virtual item of type 2 that matches the target scene area, but contains a first target virtual item of type 1 that matches the target scene area, displaying the first target virtual item and a purchase window for the second target virtual item in the graphical user interface.

[0166] The steps described above for displaying the second target virtual item and the purchase window of the first target virtual item in the graphical user interface include: displaying the second target virtual item and the first target virtual item in the graphical user interface; wherein a purchase control is displayed on the first target virtual item; and displaying the purchase window of the first target virtual item in response to a trigger operation on the purchase control.

[0167] If the virtual backpack does not contain a first target virtual item of type one that matches the target scene area, and does not contain a second target virtual item of type two that matches the target scene area, the virtual item purchase window includes: a purchase window for the first target virtual item and a purchase window for the second target virtual item.

[0168] The aforementioned virtual item purchase window is the purchase window for the first target virtual item, and the purchase window for the first target virtual item includes instruction information; the step of purchasing and acquiring the target virtual item matching the target scene area in response to the purchase operation for the virtual item purchase window includes: in response to the trigger operation for the instruction information, controlling the controlled virtual object to move to the sales scene location where the first target virtual item is sold, and displaying the scene screen corresponding to the sales scene location; wherein, the sales scene location is the sales scene location closest to the current scene location of the controlled virtual object; in the game scene corresponding to the first scene location, in response to the purchase operation for the first target virtual item, purchasing and acquiring the first target virtual item matching the target scene area.

[0169] The aforementioned virtual prop purchase window is a second target virtual prop purchase window, which includes a quantity input box and a purchase control. The steps of purchasing and acquiring the target virtual prop that matches the target scene area in response to a purchase operation on the virtual prop purchase window include: acquiring the target quantity in response to an input operation on the input box; and purchasing and acquiring the target quantity of the second target virtual prop that matches the target scene area in response to a trigger operation on the purchase control.

[0170] If the first item is a virtual item of type one, the steps of responding to a trigger operation on the first item among the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location include: responding to a click trigger operation on the first item and displaying a scene area map of the target scene area corresponding to the first item in the graphical user interface; wherein, the scene area map includes location markers corresponding to pre-configured preset scene locations; among the location markers, the target location marker corresponding to the preset scene location closest to the target object is displayed in a specified display mode; responding to a trigger operation on the target location marker and controlling the controlled virtual object to move to the preset scene location. Displaying the location marker of the preset scene location closest to the target scene location in a specified format allows the player to quickly control the controlled virtual object to move to the target scene location.

[0171] If the first item is a virtual item of the second type, the steps of responding to a trigger operation on the first item among the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location include: responding to a click trigger operation on the first item and displaying a game scene map corresponding to the game scene provided by the first item in the graphical user interface; wherein the game scene map includes area markers corresponding to each scene area in the game scene; and responding to a trigger operation on the area marker corresponding to the target scene area in the game scene map and controlling the controlled virtual object to move to the target scene location in the target scene area.

[0172] After the steps of responding to the trigger operation of the first item in the target virtual item and executing the item skill of the first item to control the controlled virtual object to move to the target scene location, the above method further includes: responding to the movement control operation of the controlled virtual object and controlling the controlled virtual object to move to the scene location where the target object is located.

[0173] After the steps of responding to the trigger operation of the first item in the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location, the above method further includes: responding to the trigger operation of the target object identifier and controlling the controlled virtual object to move to the scene location where the target object is located.

[0174] The graphical user interface described above also includes a task panel, which determines a target task in response to a selection operation on at least one of the task panels. The target object identifier is displayed in the task panel in a specified display manner, and the target object identifier is used to indicate the interactive object involved in the target task.

[0175] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When these machine-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned game operation control method, specifically including:

[0176] A target object identifier is provided on the graphical user interface (GUI). This identifier triggers a controlled virtual object to interact with the target scene area where the target object is located. In response to a trigger operation on the target object identifier, the target scene area where the target object is located is determined within the game scene. At least one target virtual item matching the target scene area is identified and displayed on the GUI. The item skills of the target virtual items include: controlling the controlled virtual object to move to the target scene location within the scene area corresponding to the target virtual item; and, in response to a trigger operation on the first item among the target virtual items, executing the item skill of the first item to control the controlled virtual object to move to the target scene location. This method, through a simple and quick trigger method based on the target object identifier, displays the target virtual item matching the identifier and executes its item skill to control the controlled virtual object to move to the target scene location and interact with the target object. Players do not need to determine and select a matching virtual item from their inventory based on the target object identifier, simplifying the operation and improving player efficiency and experience.

[0177] The steps described above for determining at least one target virtual item that matches a target scene area include: retrieving a virtual item from a virtual inventory; wherein the virtual item is pre-configured with a corresponding scene area; and if the target scene area is located within the scene area corresponding to the virtual item, the virtual item is determined to be the target virtual item. In this method, the target virtual item is automatically determined from the virtual items in the virtual inventory based on the scene area corresponding to the virtual item and the target scene area, eliminating the need for the player to manually select the target virtual item from the virtual inventory, thus improving player operation efficiency and game experience.

[0178] The aforementioned virtual items include: first-type virtual items and second-type virtual items. The step of displaying the target virtual items in the graphical user interface includes: acquiring a first target virtual item belonging to the first type; acquiring a second target virtual item belonging to the second type; and controlling the graphical user interface to display the first and second target virtual items in a preset type order. In this method, the display order of each target virtual item is determined according to its type to facilitate providing players with more suitable virtual items.

[0179] The first type of virtual prop is used to: determine the scene area corresponding to the first type of virtual prop and provide a scene area map, and in response to the selection operation of the target scene location in the scene area map, control the controlled virtual object to move to the target scene location; the second type of virtual prop is used to: provide a game scene map corresponding to the game scene, and in response to the selection operation of the scene area in the game scene map, control the controlled virtual object to move to the target scene location in the selected scene area.

[0180] If the first target virtual item comprises multiple items, the steps for controlling the graphical user interface to display the first target virtual items include: calculating the distance between the scene area corresponding to each first target virtual item and the scene area where the target object is located, and displaying each first target virtual item in ascending order of distance. In this method, displaying the first target virtual items in ascending order of distance based on the positional distance between the scene area corresponding to the first target virtual item and the target object further improves the player's operational efficiency.

[0181] Following the steps of displaying the first target virtual props in ascending order of distance, the method further includes: displaying a first identifier on the first target virtual prop corresponding to the smallest distance; wherein the first identifier indicates that the scene area corresponding to the first target virtual prop is closest to the target object. This method further enhances the player's gaming experience by displaying a first identifier on the first target virtual prop indicating the closest location to the target scene.

[0182] Following the step of displaying the target virtual item in the graphical user interface, the method further includes: obtaining the historical usage count of the target virtual item, and displaying a second identifier on the target virtual item with the highest historical usage count; wherein the second identifier indicates that the target virtual item is the most frequently used virtual item. This approach, taking into account players' gaming habits, further enhances the player's gaming experience by displaying a second identifier on the target virtual item with the highest historical usage count based on the player's data.

[0183] Following the steps of controlling the graphical user interface to display the target virtual item, the method further includes: displaying the quantity of the target virtual item on the target virtual item itself. Players no longer need to check their virtual inventory to see the quantity of virtual items, further improving player efficiency and overall gaming experience.

[0184] The aforementioned virtual items include: first-type virtual items and second-type virtual items. The step of determining at least one target virtual item that matches the target scene area and displaying the target virtual item in the graphical user interface includes: if there is no first target virtual item of the first type that matches the target scene area in the virtual inventory, and / or no second target virtual item of the second type that matches the target scene area, displaying a virtual item purchase window in the graphical user interface; responding to a purchase operation for the virtual item purchase window, purchasing and obtaining the target virtual item that matches the target scene area; and displaying the target virtual item in the graphical user interface. In this method, when the target virtual item is missing from the inventory, the purchase window for the target virtual item can be directly displayed, allowing players to directly purchase the virtual item they need on the current interface without having to go to the scene location where the target virtual item is sold, further improving the player's operational efficiency and gaming experience.

[0185] The step of displaying a virtual item purchase window in the graphical user interface if the virtual backpack does not contain a first target virtual item of type 1 that matches the target scene area, or a second target virtual item of type 2 that matches the target scene area, includes: if the virtual backpack does not contain a first target virtual item of type 1 that matches the target scene area, but contains a second target virtual item of type 2 that matches the target scene area, displaying the second target virtual item and a purchase window for the first target virtual item in the graphical user interface; and if the virtual backpack does not contain a second target virtual item of type 2 that matches the target scene area, but contains a first target virtual item of type 1 that matches the target scene area, displaying the first target virtual item and a purchase window for the second target virtual item in the graphical user interface.

[0186] The steps described above for displaying the second target virtual item and the purchase window of the first target virtual item in the graphical user interface include: displaying the second target virtual item and the first target virtual item in the graphical user interface; wherein a purchase control is displayed on the first target virtual item; and displaying the purchase window of the first target virtual item in response to a trigger operation on the purchase control.

[0187] If the virtual backpack does not contain a first target virtual item of type one that matches the target scene area, and does not contain a second target virtual item of type two that matches the target scene area, the virtual item purchase window includes: a purchase window for the first target virtual item and a purchase window for the second target virtual item.

[0188] The aforementioned virtual item purchase window is the purchase window for the first target virtual item, and the purchase window for the first target virtual item includes instruction information; the step of purchasing and acquiring the target virtual item matching the target scene area in response to the purchase operation for the virtual item purchase window includes: in response to the trigger operation for the instruction information, controlling the controlled virtual object to move to the sales scene location where the first target virtual item is sold, and displaying the scene screen corresponding to the sales scene location; wherein, the sales scene location is the sales scene location closest to the current scene location of the controlled virtual object; in the game scene corresponding to the first scene location, in response to the purchase operation for the first target virtual item, purchasing and acquiring the first target virtual item matching the target scene area.

[0189] The aforementioned virtual prop purchase window is a second target virtual prop purchase window, which includes a quantity input box and a purchase control. The steps of purchasing and acquiring the target virtual prop that matches the target scene area in response to a purchase operation on the virtual prop purchase window include: acquiring the target quantity in response to an input operation on the input box; and purchasing and acquiring the target quantity of the second target virtual prop that matches the target scene area in response to a trigger operation on the purchase control.

[0190] If the first item is a virtual item of type one, the steps of responding to a trigger operation on the first item among the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location include: responding to a click trigger operation on the first item and displaying a scene area map of the target scene area corresponding to the first item in the graphical user interface; wherein, the scene area map includes location markers corresponding to pre-configured preset scene locations; among the location markers, the target location marker corresponding to the preset scene location closest to the target object is displayed in a specified display mode; responding to a trigger operation on the target location marker and controlling the controlled virtual object to move to the preset scene location. Displaying the location marker of the preset scene location closest to the target scene location in a specified format allows the player to quickly control the controlled virtual object to move to the target scene location.

[0191] If the first item is a virtual item of the second type, the steps of responding to a trigger operation on the first item among the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location include: responding to a click trigger operation on the first item and displaying a game scene map corresponding to the game scene provided by the first item in the graphical user interface; wherein the game scene map includes area markers corresponding to each scene area in the game scene; and responding to a trigger operation on the area marker corresponding to the target scene area in the game scene map and controlling the controlled virtual object to move to the target scene location in the target scene area.

[0192] After the steps of responding to the trigger operation of the first item in the target virtual item and executing the item skill of the first item to control the controlled virtual object to move to the target scene location, the above method further includes: responding to the movement control operation of the controlled virtual object and controlling the controlled virtual object to move to the scene location where the target object is located.

[0193] After the steps of responding to the trigger operation of the first item in the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location, the above method further includes: responding to the trigger operation of the target object identifier and controlling the controlled virtual object to move to the scene location where the target object is located.

[0194] The graphical user interface described above also includes a task panel, which determines a target task in response to a selection operation on at least one of the task panels. The target object identifier is displayed in the task panel in a specified display manner, and the target object identifier is used to indicate the interactive object involved in the target task.

[0195] The computer program products of the game operation control method, device, electronic device and system provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0196] 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.

[0197] 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.

[0198] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0199] 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.

[0200] 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 controlling the operation of a game, characterized in that, A graphical user interface is provided through a terminal device, wherein at least a portion of a game scene is displayed in the graphical user interface, the game scene is divided into multiple scene areas, and the game scene includes controlled virtual objects, which are controlled through the terminal device. The method includes: A target object identifier is provided on the graphical user interface, which is used to trigger the controlled virtual object to go to the target scene area where the target object is located for interaction. In response to a trigger operation targeting the target object identifier, determine the target scene area where the target object is located in the game scene; The step of determining at least one target virtual item that matches the target scene area includes: obtaining a virtual item from a virtual backpack; wherein the virtual item is pre-configured with a corresponding scene area; the virtual item includes: a first type of virtual item and a second type of virtual item; if the target scene area is located within the scene area corresponding to the virtual item, the virtual item is determined to be the target virtual item. The target virtual prop is displayed in the graphical user interface; wherein, the prop skill of the target virtual prop includes: controlling the controlled virtual object to move to the target scene location within the scene area corresponding to the target virtual prop; In response to a trigger operation targeting the first item among the target virtual items, the item skill of the first item is executed to control the controlled virtual object to move to the target scene location.

2. The method according to claim 1, characterized in that, The step of displaying the target virtual item in the graphical user interface includes: Obtain a first target virtual item that belongs to the first type of virtual item from the target virtual items; obtain a second target virtual item that belongs to the second type of virtual item from the target virtual items. The graphical user interface is controlled to display the first target virtual item and the second target virtual item in a preset type order.

3. The method according to claim 2, characterized in that, The first type of virtual prop is used to: determine the scene area corresponding to the first type of virtual prop and provide a scene area map, and in response to a selection operation on the target scene location in the scene area map, control the controlled virtual object to move to the target scene location; The second type of virtual prop is used to: provide a game scene map corresponding to the game scene, respond to a selection operation of a scene area in the game scene map, and control the controlled virtual object to move to the target scene location within the selected scene area.

4. The method according to claim 2, characterized in that, If the first target virtual item includes multiple items, the step of controlling the graphical user interface to display the first target virtual item includes: Calculate the distance between the scene area corresponding to each of the first target virtual props and the scene area where the target object is located, and display each of the first target virtual props in order of increasing distance.

5. The method according to claim 4, characterized in that, After the step of displaying the first target virtual prop in ascending order of distance, the method further includes: A first identifier is displayed on the first target virtual prop corresponding to the minimum distance; wherein the first identifier is used to indicate that the scene area corresponding to the first target virtual prop is closest to the target object.

6. The method according to claim 1, characterized in that, After the step of displaying the target virtual item in the graphical user interface, the method further includes: Obtain the historical usage count of the target virtual item, and display a second identifier on the target virtual item with the most historical usage count; wherein, the second identifier is used to indicate that the target virtual item is the most frequently used virtual item.

7. The method according to claim 1, characterized in that, After the step of displaying the target virtual item in the graphical user interface, the method further includes: The number of the target virtual item is displayed on the target virtual item.

8. The method according to claim 1, characterized in that, The step of identifying at least one target virtual prop that matches the target scene area and displaying the target virtual prop in the graphical user interface includes: If the virtual backpack does not contain a first target virtual item of the first type that matches the target scene area, and / or does not contain a second target virtual item of the second type that matches the target scene area, a virtual item purchase window is displayed in the graphical user interface. In response to a purchase operation in the purchase window for the virtual props, purchase and acquire the target virtual props that match the target scene area; The target virtual item is displayed in the graphical user interface.

9. The method according to claim 8, characterized in that, If the virtual backpack does not contain a first target virtual item of the first type that matches the target scene area, or a second target virtual item of the second type that matches the target scene area, the step of displaying a virtual item purchase window in the graphical user interface includes: If there is no first target virtual item of the first type that matches the target scene area in the virtual backpack, but there is a second target virtual item of the second type that matches the target scene area, the second target virtual item and the purchase window for the first target virtual item are displayed in the graphical user interface. If there is no second target virtual item of the second type in the virtual backpack that matches the target scene area, but there is a first target virtual item of the first type that matches the target scene area, the purchase window for the first target virtual item and the second target virtual item is displayed in the graphical user interface.

10. The method according to claim 9, characterized in that, The step of displaying the second target virtual item and the purchase window for the first target virtual item in the graphical user interface includes: The graphical user interface displays the second target virtual item and the first target virtual item; wherein, a purchase control is displayed on the first target virtual item; In response to a trigger operation on the purchase control, a purchase window for the first target virtual item is displayed.

11. The method according to claim 8, characterized in that, If the virtual backpack does not contain a first target virtual item of the first type that matches the target scene area, and does not contain a second target virtual item of the second type that matches the target scene area, the virtual item purchase window includes: a purchase window for the first target virtual item and a purchase window for the second target virtual item.

12. The method according to claim 8, characterized in that, The purchase window for the virtual item is the purchase window for the first target virtual item, and the purchase window for the first target virtual item includes instruction information; The steps of responding to a purchase operation in response to a purchase window for the virtual item, and purchasing and acquiring a target virtual item that matches the target scene area, include: In response to the trigger operation of the indicated information, the controlled virtual object is controlled to move to the sales scene location where the first target virtual item is sold, and the scene screen corresponding to the sales scene location is displayed; wherein, the sales scene location is the sales scene location closest to the current scene location of the controlled virtual object; In the game scene corresponding to the sales scene location, in response to the purchase operation for the first target virtual item, the first target virtual item that matches the target scene area is purchased and obtained.

13. The method according to claim 8, characterized in that, The purchase window for the virtual item is the purchase window for the second target virtual item, and the purchase window for the second target virtual item includes a quantity input box and purchase controls; The steps of responding to a purchase operation in response to a purchase window for the virtual item, and purchasing and acquiring a target virtual item that matches the target scene area, include: Respond to input operations in the input box and obtain the target quantity; In response to a trigger operation on the purchase control, purchase and acquire the target number of second target virtual items that match the target scene area.

14. The method according to claim 1, characterized in that, If the first item belongs to the first type of virtual item, the step of responding to the trigger operation of the first item among the target virtual items, executing the item skill of the first item, and controlling the controlled virtual object to move to the target scene location includes: In response to a click-triggered operation on the first prop, a scene area map of the target scene area corresponding to the first prop is displayed in the graphical user interface; wherein, the scene area map includes location markers corresponding to preset scene locations; among the location markers, the target location marker corresponding to the preset scene location closest to the target object is displayed in a specified display mode; In response to a trigger operation targeting the target location identifier, the controlled virtual object is moved to the target scene location.

15. The method according to claim 1, characterized in that, If the first item belongs to the second type of virtual item, the step of responding to the trigger operation of the first item among the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location includes: In response to a click-triggered operation on the first prop, a game scene map corresponding to the game scene provided by the first prop is displayed on the graphical user interface; wherein, the game map includes an area identifier corresponding to each scene area in the game scene; In response to a trigger operation targeting a region identifier corresponding to a target scene region in the game scene map, the controlled virtual object is moved to the target scene location within the target scene region.

16. The method according to claim 14 or 15, characterized in that, After responding to a trigger operation on the first item among the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location, the method further includes: In response to a movement control operation on the controlled virtual object, the controlled virtual object is moved to the scene location where the target object is located.

17. The method according to claim 14 or 15, characterized in that, After responding to a trigger operation on the first item among the target virtual items and executing the item skill of the first item to control the controlled virtual object to move to the target scene location, the method further includes: In response to a trigger operation targeting the target object identifier, the controlled virtual object is moved to the scene location where the target object is located.

18. The method according to claim 1, characterized in that, The graphical user interface also includes a task panel, which determines a target task in response to a selection operation on at least one of the task panels. The target object identifier is displayed in the task panel in a specified display manner, and the target object identifier is used to indicate the interactive object involved in the target task.

19. A game operation control device, characterized in that, A graphical user interface is provided through a terminal device, wherein at least a portion of a game scene is displayed in the graphical user interface, the game scene is divided into multiple scene areas, the game scene includes controlled virtual objects, and the controlled virtual objects are controlled through the terminal device. The device includes: A target object identification providing module is used to provide a target object identification on the graphical user interface, the target object identification being used to trigger the controlled virtual object to go to the target scene area where the target object is located for interaction; The target scene area determination module is used to respond to a trigger operation on the target object identifier and determine the target scene area where the target object is located in the game scene; A target virtual item display module is used to determine at least one target virtual item that matches the target scene area. The module is also used to retrieve virtual items from a virtual inventory. Each virtual item is pre-configured with a corresponding scene area. The virtual items include: a first type of virtual item and a second type of virtual item. If the target scene area is located within the scene area corresponding to the virtual item, the virtual item is determined to be the target virtual item. The target virtual item is displayed in the graphical user interface. The item skill of the target virtual item includes: controlling a controlled virtual object to move to a target scene location within the scene area corresponding to the target virtual item. The controlled virtual object control module is used to respond to a trigger operation on the first item among the target virtual items, execute the item skill of the first item, and control the controlled virtual object to move to the target scene location.

20. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the game operation control method according to any one of claims 1-18.

21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game operation control method according to any one of claims 1-18.

Citation Information

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