Game directing control method, device and electronic equipment

CN116510296BActive Publication Date: 2026-09-08NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310307323.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-03-21
Publication Date
2026-09-08
Estimated Expiration
2043-03-21

AI Technical Summary

Technical Problem

但是,在一些游戏的准备阶段通常有需要玩家控制虚拟角色移动的玩法,具有指挥权的玩家只能通过语音或者文字的方式,指挥队友控制的虚拟角色移动位置,如果队友未听到或看到指挥信息可能会错过此次指挥指令,指挥效率低,玩家也无法集中在游戏玩法中,导致战斗失败,影响玩家的游戏体验,提高了玩家的沟通成本,从而增加终端设备的运行时长,浪费终端设备的电量

Benefits of technology

[0009] This invention provides a game command and control method, device, and electronic device. In response to a first operation targeting a target scene tile, a first command window is displayed. The first command window includes multiple first command icons. In response to a trigger operation targeting a target first command icon, the target first command icon is displayed in the target scene tile. This target first command icon is used to indicate the movement position of an associated second virtual object. By marking the target scene tile and broadcasting the marking information to the second terminal devices of team members, the target scene tile in each teammate's game screen displays the mark. Teammates can understand the target tile for the virtual object's movement based on the mark on the scene tile. The operation is simple and quick, eliminating the need for voice and message communication, improving command efficiency, combat win rate, and player gaming experience. By improving player communication efficiency, the runtime and power consumption of terminal devices are reduced.

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Abstract

The application provides a game command control method and device and electronic equipment, in response to a first operation for a target scene plot, a first command window is displayed; the first command window includes a plurality of first command identifiers; in response to a trigger operation for a target first command identifier, the target first command identifier is displayed in the target scene plot, and the target first command identifier is used to indicate the moving position of a second virtual object associated with the target first command identifier. By marking the target scene plot, the identification information is broadcast to the second terminal equipment of the team members, so that the target scene plot in the game screen of each teammate is displayed with the mark, and the teammates can understand the target plot of the virtual object movement according to the mark on the scene plot, the operation is simple and fast, voice and message communication are not needed, the command efficiency, the battle winning rate and the player game experience are improved, the running time length and the power consumption of the terminal equipment are reduced by improving the communication efficiency of the players.
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Description

Technical Field

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

[0002] In turn-based games or other games, players with command authority can set a primary command marker on virtual characters controlled by teammates and enemy virtual characters. This marker can instruct teammates on the target, order, and skill release. However, some games have a preparation phase where players need to control virtual character movement. In such cases, the player with command authority can only instruct teammates via voice or text. If teammates don't hear or see the command, they may miss it, leading to low command efficiency. This also prevents players from focusing on the gameplay, potentially resulting in defeat, negatively impacting the player experience, increasing communication costs, and ultimately increasing device runtime and battery consumption. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a game command and control method, device and electronic device to improve the command efficiency and combat win rate of players, thereby improving the player's game experience, and by improving the communication efficiency of players, thereby reducing the running time of terminal devices and reducing power consumption.

[0004] In a first aspect, embodiments of the present invention provide a command and control method for a game, which provides a graphical user interface through a first terminal device. The graphical user interface includes at least a portion of the game scene, and the game scene includes multiple scene tiles and multiple virtual objects. The virtual objects are located in the scene tiles. The method includes: responding to a first operation on a target scene tile, displaying a first command window on the graphical user interface; the first command window includes at least multiple first command identifiers corresponding to the target scene tile; responding to a trigger operation on a target first command identifier, displaying a target first command identifier in the target scene tile within the game scene, generating a first command instruction, and sending the first command instruction to a second terminal device, so that the target first command identifier is displayed on the target scene tile in the graphical user interface of the second terminal device; wherein, the target first command identifier is used to indicate the target movement position of a second virtual object associated with the target first command identifier; the first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device belong to the same faction.

[0005] Secondly, embodiments of the present invention provide a game command and control device, which provides a graphical user interface through a first terminal device. The graphical user interface includes at least a portion of the game scene, the game scene including multiple scene tiles and multiple virtual objects, the virtual objects being located in the scene tiles. The device includes: responding to a first operation on a target scene tile, displaying a first command window on the graphical user interface; the first command window including at least: multiple first command identifiers corresponding to the target scene tile; responding to a trigger operation on a target first command identifier, displaying a target first command identifier in the target scene tile within the game scene, generating a first command instruction, and sending the first command instruction to a second terminal device, so that the target first command identifier is displayed on the target scene tile in the graphical user interface of the second terminal device; wherein, the target first command identifier is used to indicate the target movement position of a second virtual object associated with the target first command identifier; the first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device belong to the same faction.

[0006] 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 game command and control method of any one of the first aspects.

[0007] 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 game command and control method of any one of the first aspects.

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

[0009] This invention provides a game command and control method, device, and electronic device. In response to a first operation targeting a target scene tile, a first command window is displayed. The first command window includes multiple first command icons. In response to a trigger operation targeting a target first command icon, the target first command icon is displayed in the target scene tile. This target first command icon is used to indicate the movement position of an associated second virtual object. By marking the target scene tile and broadcasting the marking information to the second terminal devices of team members, the target scene tile in each teammate's game screen displays the mark. Teammates can understand the target tile for the virtual object's movement based on the mark on the scene tile. The operation is simple and quick, eliminating the need for voice and message communication, improving command efficiency, combat win rate, and player gaming experience. By improving player communication efficiency, the runtime and power consumption of terminal devices are reduced.

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

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

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

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

[0014] Figure 2 A schematic diagram of a game command and control method provided in an embodiment of the present invention;

[0015] Figure 3 A schematic diagram of another game command and control method provided in an embodiment of the present invention;

[0016] Figure 4 A schematic diagram of another game command and control method provided in an embodiment of the present invention;

[0017] Figure 5 A schematic diagram of another game command and control method provided in an embodiment of the present invention;

[0018] Figure 6 A schematic diagram of another game command and control method provided in an embodiment of the present invention;

[0019] Figure 7 A schematic diagram of another game command and control method provided in an embodiment of the present invention;

[0020] Figure 8 A schematic diagram of another game command and control method provided in an embodiment of the present invention;

[0021] Figure 9 A flowchart illustrating a game command and control method provided in an embodiment of the present invention;

[0022] Figure 10A schematic diagram of a game command and control method provided in an embodiment of the present invention;

[0023] Figure 11 This is a schematic diagram of the structure of an electronic device provided for an embodiment of the invention. Detailed Implementation

[0024] 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.

[0025] In multiplayer turn-based games or other games, teaming up to clear dungeons requires cooperation between different factions to succeed. In the PC gaming era, communication was possible via voice and text. However, in mobile games, the limited interface of a phone makes simultaneous voice, text, and in-game controls difficult. Therefore, developers have created a convenient communication method: generating corresponding commands to facilitate smoother teamwork. This is the game's command system.

[0026] In current turn-based games or other games, players with command authority can set a first command marker on virtual characters controlled by teammates and enemy virtual characters. This first command marker can instruct teammates on the target, order, and skill release of their virtual characters. However, in the preparation phase of some turn-based games, there are often gameplay elements that require players to control the movement of virtual characters. Players with command authority can only instruct teammates to move their virtual characters via voice or text. If teammates do not hear or see the command information, they may miss the command, resulting in low command efficiency and preventing players from focusing on the gameplay, leading to battle failure and affecting the player's gaming experience. Based on this, embodiments of the present invention provide a game command control method, device, and electronic device. This technology can be applied to devices such as mobile phones, tablets, computers, laptops, and computers.

[0027] In one embodiment of this disclosure, the game command and control method can run on a local terminal device or a server. When the game command and control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0028] 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 command 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.

[0029] 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.

[0030] In one possible implementation, this invention provides a game command and control method, providing a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI includes at least a portion of the game scene, typically referring to a portion of the game scene in the first round of a target game mission. A target game mission usually includes multiple game rounds, such as the first round, second round, and third round. The game scene includes multiple scene tiles and multiple virtual objects, with the virtual objects located within the scene tiles. Different virtual objects reside in different scene tiles, and these multiple scene tiles provide a battleground for the virtual objects. That is, after entering a target game mission (e.g., a game instance), the player can only control the virtual objects to move within the various scene tiles during combat. Furthermore, the multiple scene tiles represent the scene locations that one or more virtual objects can reach within the game scene. Typically, the game scene is divided into multiple scene tiles, and scene tiles within a preset range or all scene tiles are displayed based on the virtual object's position within the game scene. Alternatively, the game may pre-provide scene tiles of a specific size (e.g., 12). 12; 15 The virtual objects (within 15 scene tiles) can move and perform various game actions within the scene tiles. These virtual objects include a first virtual object controlled by the first terminal device, a second virtual object belonging to the same game faction as the first virtual object, and a third virtual object belonging to a different game faction than the first virtual object.

[0031] like Figure 1 As shown, the method includes the following steps:

[0032] Step S102: In response to the first operation for the target scene plot, a first command window is displayed on the graphical user interface; the first command window includes at least: multiple first command icons corresponding to the target scene plot;

[0033] The first operation mentioned above can be a click, double-click, long-press, etc. Virtual objects may or may not exist on the target scene plot. Optionally, to distinguish between opening the first command window and configuring the behavior of the first virtual object, the first operation can be a long press for more than a preset time to open the first command window. The multiple first command identifiers mentioned above include various types of identifiers, and each first command identifier corresponds to a virtual object; they can be in a one-to-one correspondence or one first command identifier can correspond to multiple virtual objects. For example, the first command identifier can include a first type of identifier (such as numbers or letters), with different identifiers corresponding to different virtual objects; the first command identifier can also include a second type of identifier, with one identifier corresponding to multiple virtual objects, etc. The first command window usually also includes plot information of the target scene plot. If a virtual object exists on the target scene plot, the first command window also includes the object information of that virtual object, as well as command identifiers for that virtual object. The first virtual object is usually a virtual object with command authority, which is usually granted by the team leader. Generally, the team leader can configure command authority for at least one virtual object belonging to the same game faction.

[0034] In actual implementation, the player corresponding to the first terminal device can perform a first operation on the target scene plot, displaying a first command window. This first command window displays at least several first command icons corresponding to the target scene plot, and can also display the plot information. If there are virtual objects in the target scene plot, the first command window will also display at least the object information of the virtual objects, as well as their corresponding command icons. The aforementioned first command icons are used to command the movement of second virtual objects.

[0035] For example, such as Figure 2 As shown, taking the example of a target scene plot where no virtual objects exist, the player long-presses on the target scene plot, and the first command window is displayed in the graphical user interface. This first command window includes multiple first command icons. If the team includes five virtual objects, it can include five first command icons. Figure 2 The identifiers are a, b, c, d, and e. Each identifier corresponds to a virtual object; for example, identifier a corresponds to virtual object a, identifier b corresponds to virtual object b, identifier c corresponds to virtual object c, identifier d corresponds to virtual object d, and identifier e corresponds to virtual object e.

[0036] Additionally, during the player's first action on a target area, an indicator of that action will be displayed, such as an arrow that gradually fills with the corresponding color as the player holds down the button. After the first action is completed, the target area will be displayed in a specified manner, such as highlighted. After the command marker is completed, the target area will revert to its initial display mode.

[0037] Step S104: In response to the trigger operation for the target first command identifier, display the target first command identifier in the target scene plot within the game scene, generate a first command instruction, and send the first command instruction to the second terminal device so that the target first command identifier is displayed on the target scene plot in the graphical user interface of the second terminal device; wherein, the target first command identifier is used to indicate the target movement position of the second virtual object associated with the target first command identifier; the first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device belong to the same faction.

[0038] The triggering action mentioned above can be a click, a touch, or a long press, etc. For example, ... Figure 3 As shown, players can click on marker 'b' to display marker 'b' on the target scene plot. Similarly, marker 'b' can also be displayed in the game interface of the corresponding team member. Specifically, a first command instruction is generated, carrying information about the target scene plot and marker 'b'. This first command instruction is sent to a second terminal device, which provides a graphical user interface (GUI) identical to the one provided by the first terminal device, but with a different game perspective. The game scene view in the GUI of the first terminal device is from the perspective of the first virtual object, while the game scene view in the GUI of the second terminal device is from the perspective of the second virtual object. Based on this first command instruction, the second terminal device displays marker 'b', i.e., the aforementioned target first command marker, on the target scene plot in the game scene. This ensures that all players in the team can see the marker configured by the player with command authority.

[0039] In one possible approach, a scene area is pre-defined within the game environment based on multiple scene tiles. Virtual objects will complete multiple game rounds within this scene area, fulfilling a target game objective. First, during the preparation phase of the first game round, each player can control the virtual objects within the scene tiles, moving them around and giving commands (such as directing their target location or executing skills with designated targets). The virtual objects' actions on the scene tiles, along with the first command marker on each tile, are synchronized to each player's corresponding game interface. If a designated virtual object is moved to the target scene tile where the first command marker is located, that target scene tile can be set as the designated virtual object's target location in combat. Upon entering the combat phase of the first round, the designated virtual object will move to the target scene tile and execute a pre-configured skill, engaging in combat with enemy virtual objects.

[0040] This invention provides a game command and control method. In response to a first operation targeting a target scene plot, a first command window is displayed. The first command window includes multiple first command icons. In response to a trigger operation targeting a target first command icon, the target first command icon is displayed in the target scene plot. This target first command icon is used to indicate the movement position of a second virtual object associated with the target first command icon. This method marks the target scene plot using the first command icons in the first command window and broadcasts this information to the second terminal devices of team members. This ensures that the target scene plot is displayed in each teammate's game screen, allowing teammates to understand the target plot of the virtual object's movement based on the markers on the scene plot. Command operations are simple and quick, eliminating the need for voice and message communication, thus improving command efficiency, battle win rate, and player gaming experience. By improving player communication efficiency, it reduces the runtime and power consumption of terminal devices.

[0041] In one possible implementation, the plurality of first command identifiers include object numbers, which are pre-configured; if the target first command identifier is a specified object number, the second virtual object associated with the target first command identifier is a virtual object pre-marked with the specified object number.

[0042] The object numbers mentioned above can be numerical or alphanumeric, such as 1, 2, 3, 4, and 5. They can be pre-configured according to the game's needs. For a three-person team, the object numbers include 1, 2, and 3; for a four-person team, they include 1, 2, 3, and 4; and for a five-person team, they include 1, 2, 3, 4, and 5. These pre-marked virtual objects are typically designated by the player with command authority.

[0043] For example, such as Figure 4 As shown, this includes five object numbers: 1, 2, 3, 4, and 5. If the target's first command identifier is designated object number "2", the second virtual object associated with the target's first command identifier is the virtual object pre-marked with the designated object number "2". It can be understood that a teammate controlling the virtual object pre-marked with object number "2" will move that virtual object to the scene tile marked with object number "2" when they see object number "2" on the target scene tile.

[0044] In another possible implementation, the aforementioned plurality of first command identifiers include type identifiers, wherein the type identifiers are type identifiers of the type to which the second virtual object belongs; if the target first command identifier is a type identifier of the target type, the second virtual object associated with the target first command identifier is a virtual object belonging to the target type.

[0045] Generally, each virtual object has its own type, which typically refers to the object's faction, class, etc. Therefore, the type identifier displayed in the first command window can be the type identifiers of all types in the game, or it can be the type identifier of the type to which the second virtual object in the current game belongs. If all second virtual objects belong to the same type, only that type's type identifier will be displayed; if all second virtual objects belong to three types, then the type identifiers of all three types will be displayed. For example, as shown... Figure 4 As shown, there are three type identifiers "a", "b", and "c". If the first target command identifier is type identifier "b" of the target type, the second virtual object associated with the first target command identifier is a virtual object belonging to that target type. It can be understood that when a teammate controlling a virtual object belonging to that target type sees type identifier "b" on the target scene tile, they will control that virtual object to move to the scene tile marked with type identifier "b".

[0046] In another possible implementation, the aforementioned plurality of first command identifiers include object identifiers, wherein the object identifier is an object identifier of a specific virtual object; if the target first command identifier is an object identifier of a specific virtual object, the second virtual object associated with the target first command identifier is a specific virtual object.

[0047] The aforementioned specific virtual object refers to a virtual object that is a teammate of the first virtual object, and may or may not include the first virtual object. The object identifier mentioned above can be the object name, image, etc., of the specific virtual object. For example, such as... Figure 4As shown, there are five object identifiers: Image 1, Image 2, Image 3, Image 4, and Image 5. If the target first command identifier is Image 4, the second virtual object associated with the target first command identifier is the virtual object d corresponding to Image 4. It can be understood that when a teammate controlling the virtual object d corresponding to Image 4 sees the identifier for Image 4 on the target scene plot, they will control that virtual object d to move to the scene plot marked with Image 4.

[0048] The first command window also includes: a first clear control and a second clear control; the method also includes: in response to a trigger operation on the first clear control, deleting the target first command identifier displayed in the target scene plot; in response to a trigger operation on the second clear control, deleting the first command identifier displayed in all scene plots.

[0049] The first clear control described above can only delete the first command marker in the target scene plot, while the second clear control can delete the first command marker in all scene plots. For example, as shown... Figure 4 and Figure 5 As shown, players can click the first clear control to delete the target first command marker in the target scene tile, and click the second clear control to delete the first command marker in all scene tiles.

[0050] If a target virtual object exists on the target scene plot, the first command window above also includes: a second command identifier corresponding to the target virtual object; wherein, the second command identifier is used to indicate the target combat behavior of the second virtual object.

[0051] In this system, the second virtual object belongs to the same game faction as the first virtual object. The target virtual object can be one of the second virtual objects, another virtual object belonging to the same game faction as the first virtual object (excluding the second virtual object), or an enemy virtual object belonging to a different game faction than the first virtual object. The target combat behavior can be the movement of the second virtual object, the target of a skill, or the attack order against an enemy virtual object. The second command identifier is usually a text identifier, such as "Resurrect," "Heal," "Unseal," "Protect," "Focus Fire," "Seal," or "Object Number." Typically, different second command identifiers are displayed based on the target virtual object's game faction. For example, if the target virtual object belongs to the same game faction as the first virtual object, for instance... Figure 6As shown, it can display command indicators such as "Resurrect," "Heal," "Unseal," and "Protect." It can also display pre-set object numbers (such as "1," "2," etc.). The object number indicates the movement position of the second virtual object; the second command indicators such as "Resurrect," "Heal," "Unseal," "Protect," "Focus Fire," and "Seal" indicate the target of the second virtual object's skill. If the target virtual object and the first virtual object belong to different game factions, command indicators such as "Focus Fire" and "Seal" can be displayed. The aforementioned first command window usually also includes object information of the target virtual object, for example, such as... Figure 6 As shown, it can display the object name and various attributes (combat attributes, skill information, object level, movement range, etc.).

[0052] Additionally, if a target virtual object exists on the target scene plot, the content in the first command window can be displayed entirely, or it can be displayed separately through controls. For example, such as... Figure 6 As shown, clicking the object control displays content related to the target virtual object, and clicking the plot control displays content related to the target scene plot. If the target virtual object has child objects, child object controls will also be displayed. Clicking a child object control will display related content of the child object, such as the child object's object information and the corresponding third command indicator, which is used to indicate the child object's movement position or target skill.

[0053] After responding to the first operation targeting the target scene plot and displaying the first command window on the graphical user interface, the method further includes: responding to a trigger operation targeting the second target command identifier, displaying the second target command identifier on the target virtual object, generating a second command instruction, and sending the second command instruction to a second terminal device, so that the second target command identifier is displayed on the target virtual object in the graphical user interface of the second terminal device. The implementation of the above steps is the same as the implementation of the first target command identifier described above, and will not be repeated here.

[0054] The first command window also includes a third clear control and a fourth clear control; the method further includes: in response to a trigger operation on the third clear control, deleting the target second command identifier displayed in the target virtual object; in response to a trigger operation on the fourth clear control, deleting the second command identifier displayed in all virtual objects.

[0055] Similarly, the third clear control described above can only delete the second command identifier on the target virtual object; however, the third clear control can delete the second command identifier on all virtual objects. For example, as shown... Figure 6Players can click the third clear control to delete the target's second command identifier on the target virtual object, and click the third clear control to delete the second command identifier on all virtual objects.

[0056] The aforementioned second command identifier also includes an object number; the first command window also includes a custom control; the object number is determined in the following way: in response to a trigger operation on the custom control, an information input box is displayed; in response to an input operation on the information input box, the entered object number is displayed in the first command window.

[0057] For example, such as Figure 6 The "+" sign indicates the custom control mentioned above. Players can click this control to display an information input box, where they can enter an object number, such as "1" or "2". After input, the object number will be displayed in the first command window. If the player clicks on the object number, it will appear on the target virtual object. Similarly, if the player marks the object number on a target scene tile, it means the player is commanding the marked virtual object to move to that tile, thus controlling the movement of virtual objects.

[0058] After responding to a trigger operation targeting the first command identifier of the target and displaying the first command identifier of the target in the target scene plot, the above method further includes: responding to the target virtual object carrying a sub-object and displaying the identifier corresponding to the sub-object in the target scene plot.

[0059] For example, such as Figure 6 As shown, if the target virtual object carries child objects, a child object control will also be displayed. When the player clicks on the child object control, the relevant content of the child object will be displayed, such as the object information of the child object and the third command indicator corresponding to the child object. This third command indicator is used to instruct the target combat behavior of the child object, etc.

[0060] Of course, after the player with command authority marks the action, teammates can choose not to perform the action corresponding to that mark.

[0061] The above response to the first operation of the target scene plot, the step of displaying the first command window on the graphical user interface, includes: determining whether the first virtual object controlled by the first terminal device has command authority; if yes, displaying the first command window on the graphical user interface; if no, displaying the second command window on the graphical user interface; the second command window includes: plot information of the target scene plot.

[0062] If no virtual object exists on the target scene plot, the second command window will only display the plot information of the target scene plot. For example, such as... Figure 7 As shown.

[0063] If a target virtual object exists on the target scene plot, the second command window also includes: object information of the target virtual object, and multiple interactive information corresponding to the target virtual object.

[0064] For example, the interactive information mentioned above could be messages such as "praise," "apology," or "feeling wronged." For instance, such as... Figure 8 As shown. If the target virtual object also carries child objects, the object information of the child objects and multiple interaction information corresponding to the child objects will also be displayed.

[0065] Additionally, in response to triggered actions that target interactive information, the interactive information is displayed on the target virtual object. For example... Figure 8 As shown, if the player clicks "Thank You," an interactive message will be displayed on the target virtual object saying "The first virtual object thanks you." Other forms of interactive message are also possible. For example, a special effect corresponding to "Thank You" may also be displayed.

[0066] After responding to a trigger operation targeting the first command identifier of the target and displaying the first command identifier of the target in the target scene plot within the game scene, the above method further includes: responding to receiving a third command instruction sent by the second terminal device and updating the first command identifier of the target displayed in the target scene plot to the first command identifier indicated by the third command instruction.

[0067] Because a team leader can assign command authority to multiple players, multiple players with command authority may simultaneously perform command operations on virtual objects. Generally, the last command operation takes precedence. For example, if client A is a player with command authority and marks player A with "AA", all teammates' clients will add the "AA" tag to player A. However, if client B also has command authority and marks player A with "BB", the server will use the last received tag and resend the "BB" tag to all clients. The last command is the final display. In other words, this tag can be cleared and changed at any time.

[0068] The aforementioned first terminal device is communicatively connected to the server; after the step of displaying the target first command identifier in the target scene plot within the game scene in response to the trigger operation for the target first command identifier, the method further includes: in response to the first virtual object being disconnected and re-entering the current game round, receiving a historical command identifier sent by the server; the historical command identifier is a command identifier historically configured in the current game object, as well as a command identifier historically received; and redisplaying the historical command identifier on the corresponding scene plot and virtual object.

[0069] If a player disconnects or reconnects, the server will resynchronize the previously received commands to the player to restore lost information. If commands are given via voice or text, previous commands will be lost upon reconnection. This embodiment solves the problem of lost commands after a player disconnects and reconnects by using command markers, allowing for the synchronization of previous commands and further enhancing the player's gaming experience.

[0070] In this approach, the new command system directs team members to designated positions, enabling them to utilize corresponding skills and actions. Team members can coordinate with each other, conveying the most information with minimal communication to cope with rapidly changing combat situations. This reduces communication costs and significantly improves communication and command efficiency.

[0071] Furthermore, the game mechanics described below, prior to the step of displaying the first command window on the graphical user interface in response to the first action on the target scene plot, also include:

[0072] (1) When the game enters the first round of operation phase, respond to the behavior configuration operation of the first virtual object and determine the specified combat behavior of the first virtual object;

[0073] For example, once the virtual objects in a team successfully form a group, the game enters its first round of operation. During this first round, players can configure the target movement position, skills, and skill targets of the first virtual object. Of course, each player in the team can also configure the target movement position, skills, and skill targets for their virtual objects.

[0074] Additionally, after the game enters the first round of the action phase, players can set command markers for scene tiles and target virtual objects. In other words, the aforementioned command process (command operation) can usually be carried out when the game enters the first round of the action phase.

[0075] In another approach, the aforementioned command process can also take place during the first round of combat in the game. Specifically, this includes setting a first command marker for the scene's terrain and a second command marker for the target virtual object.

[0076] Optionally, the above game is a turn-based game. The game is resolved round by round, with each round including an action phase and a combat phase. Therefore, after each game round is resolved, the next round begins. In the next game round, the terminal device corresponding to the first virtual object will still perform command operations and configure behavior for the first virtual object. After the operations are completed, the combat phase begins. In combat, based on the command and configuration operations performed on the virtual object, corresponding game behaviors are executed to fight against the enemy virtual object. This continues until all game rounds in the target game mission are completed or the combat objective is achieved. Additionally, after entering the combat phase, command operations can also be performed on the second virtual object.

[0077] (2) When the game enters the first round of combat phase, control the first virtual object to perform the specified combat behavior;

[0078] (3) When the game enters the second round of operation phase, if the preset conditions are met, the display of the first target command indicator and / or the second target command indicator will be canceled; if the preset conditions are not met, the first target command indicator and / or the second target command indicator will be continuously displayed in the game scene.

[0079] The aforementioned preset conditions typically refer to the following: the current game round has elapsed for a preset number of rounds; the second virtual object (target virtual object) is controlled to perform the target combat action corresponding to the second command marker; the object moves to the target location (the scene tile marked with the target's first command marker); or the player with command authority actively cancels the display of the command marker. In other words, the first and second command markers, in addition to being displayed during the current round's operation phase, may continue to be displayed during the operation phase of the next round or the next N rounds.

[0080] Specifically, if the first command indicator and / or the second command indicator are set in the first round, then the display of the first command indicator and / or the second command indicator will be removed when the game enters the fourth round. In other words, the command indicator is valid for three rounds, and its display will be automatically removed after the valid number of rounds has expired.

[0081] If the second virtual object moves to a scene tile marked with the target's first command identifier, the target's first command identifier will be removed from the display. If the second virtual object already has an object number displayed, that will also be removed. If the target virtual object performs a target combat action, the target's second command identifier will be removed from the display. Similarly, if the second virtual object is not moved to a scene tile marked with the target's first command identifier, the target's first command identifier will remain displayed. If the second virtual object already has an object number displayed, that will also remain displayed. If the target virtual object is not performing a target combat action, the target's second command identifier will remain displayed.

[0082] Alternatively, if the player with command authority actively cancels the first command marker, the first command indicator will be removed from display; if the player with command authority actively cancels the target's first command marker, the target's first command indicator will be removed from display; if the player with command authority actively cancels the second command marker, the second command indicator will be removed from display; if the player with command authority actively cancels the target's second command marker, the target's second command indicator will be removed from display. If the player with command authority actively cancels the first command marker, the first command indicator will be removed from display; if the player with command authority does not actively cancel the target's first command marker, the target's first command indicator will continue to be displayed; if the player with command authority does not actively cancel the second command marker, the second command indicator will continue to be displayed; if the player with command authority does not actively cancel the target's second command marker, the target's second command indicator will continue to be displayed.

[0083] See Figure 9 As shown, firstly, in response to the first operation targeting the target scene plot, it determines whether the first virtual object controlled by the first terminal device has command authority. If so, it determines whether the virtual object exists in the target scene plot. If it exists, the displayed first command window includes object-related information and plot-related information. If it does not exist, the displayed first command window only includes plot-related information. If it does not have command authority, a second command window is opened.

[0084] In response to a trigger action on the command identifier, a command instruction is generated and sent to the server. The server determines whether the first virtual object controlled by the first terminal device has command authority. If so, the command instruction is broadcast to the team member's client (second terminal device), where the command identifier is displayed. If not, the instruction is ignored.

[0085] Corresponding to the above method embodiments, this invention provides a game command and control device, which provides a graphical user interface through a first terminal device. The graphical user interface includes at least a portion of the game scene, which includes multiple scene tiles and multiple virtual objects. The virtual objects are located within the scene tiles, such as... Figure 10 As shown, the device includes:

[0086] The first command window display module 1001 is used to respond to the first operation for the target scene plot and display the first command window on the graphical user interface; the first command window includes at least: multiple first command icons corresponding to the target scene plot;

[0087] The first command identifier display module 1002 is used to respond to a trigger operation targeting the first command identifier, display the first command identifier in the target scene plot within the game scene, generate a first command command, and send the first command command to the second terminal device so that the first command identifier is displayed on the target scene plot in the graphical user interface of the second terminal device; wherein, the first command identifier is used to indicate the movement position of the second virtual object associated with the first command identifier; the first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device belong to the same faction.

[0088] This invention provides a game command and control device that, in response to a first operation targeting a target scene plot, displays a first command window. The first command window includes multiple first command icons. In response to a trigger operation targeting a target first command icon, the target first command icon is displayed on the target scene plot. This target first command icon indicates the movement position of a second virtual object associated with it. This method marks the target scene plot using the first command icons in the first command window and broadcasts this information to the second terminal devices of team members, ensuring that the target scene plot is displayed on each teammate's game screen. Teammates can then understand the target plot of the virtual object's movement based on the markers on the scene plot. Command operations are simple and quick, eliminating the need for voice and message communication, thus improving command efficiency, battle win rate, and player gaming experience. By improving player communication efficiency, it reduces the runtime and power consumption of terminal devices.

[0089] The aforementioned multiple first command identifiers include an object number, which is pre-configured; if the target first command identifier is a specified object number, the second virtual object associated with the target first command identifier is a virtual object pre-marked with the specified object number.

[0090] The aforementioned multiple first command identifiers include a type identifier, which is the type identifier of the type to which the second virtual object belongs; if the target first command identifier is the type identifier of the target type, the second virtual object associated with the target first command identifier is a virtual object belonging to the target type.

[0091] The aforementioned multiple first command identifiers include object identifiers, which are object identifiers of specific virtual objects; if the target first command identifier is an object identifier of a specific virtual object, the second virtual object associated with the target first command identifier is a specific virtual object.

[0092] The aforementioned first command window also includes: a first clear control and a second clear control; the aforementioned device also includes a first command identifier deletion module, used to: in response to a trigger operation on the first clear control, delete the target first command identifier displayed in the target scene plot; in response to a trigger operation on the second clear control, delete the first command identifier displayed in all scene plots.

[0093] If a target virtual object exists on the target scene plot, the first command window above also includes: a second command identifier corresponding to the target virtual object; wherein, the second command identifier is used to indicate the target combat behavior of the second virtual object.

[0094] The aforementioned device further includes a second command identifier display module for: responding to a trigger operation for a target second command identifier, displaying the target second command identifier on a target virtual object, generating a second command instruction, and sending the second command instruction to a second terminal device, so that the target second command identifier is displayed on the target virtual object in the graphical user interface of the second terminal device.

[0095] The first command window also includes a third clear control and a fourth clear control; the device also includes a second command identifier deletion module, used to: in response to a trigger operation on the third clear control, delete the target second command identifier displayed in the target virtual object; and in response to a trigger operation on the fourth clear control, delete the second command identifier displayed in all virtual objects.

[0096] The aforementioned second command identifier also includes an object number; the aforementioned first command window also includes a custom control; the object number is determined in the following way: in response to a trigger operation on the custom control, an information input box is displayed; in response to an input operation on the information input box, the input object number is displayed in the first command window.

[0097] The aforementioned device further includes: a sub-object identifier display module, used to display the identifier corresponding to the sub-object in the target scene plot in response to the target virtual object carrying sub-objects.

[0098] The aforementioned first command window display module is further configured to: determine whether the first virtual object controlled by the first terminal device has command authority; if so, display the first command window on the graphical user interface; if not, display the second command window on the graphical user interface; the second command window includes: land parcel information of the target scene land parcel.

[0099] If a target virtual object exists on the target scene plot, the second command window also includes: object information of the target virtual object, and multiple interactive information corresponding to the target virtual object.

[0100] The aforementioned device also includes an interactive information display module, used to: display interactive information on the target virtual object in response to a trigger operation for target interactive information.

[0101] The aforementioned device further includes: a first command identifier update module, used to: in response to receiving a third command instruction sent by a second terminal device, update the first command identifier displayed in the target scene plot to the first command identifier indicated by the third command instruction.

[0102] The aforementioned first terminal device is communicatively connected to the server; the aforementioned device further includes: a re-display module, used to: in response to the first virtual object being disconnected and re-entering the current game round, receive a historical command identifier sent by the server; the historical command identifier is a command identifier historically configured in the current game object, as well as a command identifier historically received; and re-display the historical command identifier on the corresponding scene plot and virtual object.

[0103] The game command and control device provided in this embodiment of the invention has the same technical features as the game command and control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0104] 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 command and control method of the aforementioned game. This electronic device can be a server or a terminal device.

[0105] 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 command and control method of the game described above.

[0106] 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.

[0107] 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.

[0108] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0109] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the command and control method of the aforementioned game:

[0110] In response to a first operation targeting a target scene plot, a first command window is displayed on the graphical user interface; the first command window includes at least: multiple first command icons corresponding to the target scene plot; in response to a trigger operation targeting a target first command icon, the target first command icon is displayed in the target scene plot within the game scene, and a first command instruction is generated and sent to a second terminal device, so that the target first command icon is displayed on the target scene plot in the graphical user interface of the second terminal device; wherein, the target first command icon is used to indicate the target movement position of the second virtual object associated with the target first command icon; the first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device belong to the same faction.

[0111] The aforementioned multiple first command identifiers include object numbers, which are pre-configured; if the target first command identifier is a specified object number, the second virtual object associated with the target first command identifier is a virtual object pre-marked with a specified object number.

[0112] The aforementioned multiple first command identifiers include type identifiers, which are type identifiers of the type to which the second virtual object belongs; if the target first command identifier is a type identifier of the target type, the second virtual object associated with the target first command identifier is a virtual object belonging to the target type.

[0113] The aforementioned multiple first command identifiers include object identifiers, where the object identifier is the object identifier of a specific virtual object; if the target first command identifier is the object identifier of a specific virtual object, the second virtual object associated with the target first command identifier is the specific virtual object.

[0114] The first command window also includes: a first clear control and a second clear control; the method also includes: in response to a trigger operation on the first clear control, deleting the target first command identifier displayed in the target scene plot; in response to a trigger operation on the second clear control, deleting the first command identifier displayed in all scene plots.

[0115] If a target virtual object exists on the target scene plot, the first command window also includes: a second command identifier corresponding to the target virtual object; wherein, the second command identifier is used to indicate the target combat behavior of the second virtual object.

[0116] After responding to the first operation on the target scene plot and displaying the first command window on the graphical user interface, the method further includes: responding to the trigger operation on the target second command identifier, displaying the target second command identifier on the target virtual object, generating a second command instruction, and sending the second command instruction to the second terminal device so that the target second command identifier is displayed on the target virtual object in the graphical user interface of the second terminal device.

[0117] The first command window also includes a third clear control and a fourth clear control; the method further includes: in response to a trigger operation on the third clear control, deleting the target second command identifier displayed in the target virtual object; in response to a trigger operation on the fourth clear control, deleting the second command identifier displayed in all virtual objects.

[0118] The aforementioned second command identifier also includes an object number; the first command window also includes a custom control; the object number is determined in the following way: in response to a trigger operation on the custom control, an information input box is displayed; in response to an input operation on the information input box, the entered object number is displayed in the first command window.

[0119] After responding to a trigger operation targeting the first command identifier of the target and displaying the first command identifier of the target in the target scene plot within the game scene, the above method further includes: responding to the target virtual object carrying a sub-object and displaying the identifier corresponding to the sub-object in the target scene plot.

[0120] The step of displaying a first command window on a graphical user interface in response to a first operation targeting a target scene plot includes: determining whether a first virtual object controlled by a first terminal device has command authority; if so, displaying the first command window on the graphical user interface; if not, displaying a second command window on the graphical user interface; the second command window includes: plot information of the target scene plot.

[0121] If a target virtual object exists on the target scene plot, the second command window also includes: object information of the target virtual object, and multiple interactive information corresponding to the target virtual object.

[0122] The above method also includes: responding to a trigger operation on the target interactive information and displaying the interactive information on the target virtual object.

[0123] After responding to a trigger operation targeting the first command identifier of the target and displaying the first command identifier of the target in the target scene plot within the game scene, the above method further includes: responding to receiving a third command instruction sent by the second terminal device and updating the first command identifier of the target displayed in the target scene plot to the first command identifier indicated by the third command instruction.

[0124] The aforementioned first terminal device is communicatively connected to the server; after responding to the trigger operation for the target first command identifier and displaying the target first command identifier in the target scene plot within the game scene, the aforementioned method further includes: responding to the first virtual object being disconnected and re-entering the first game round, receiving a historical command identifier sent by the server; the historical command identifier is a command identifier historically configured in the current game object, as well as a command identifier historically received; and redisplaying the historical command identifier on the corresponding scene plot and virtual object.

[0125] The aforementioned device further includes a behavior configuration operation module, used to: when the game enters the first round operation phase, respond to the behavior configuration operation on the first virtual object and determine the specified combat behavior of the first virtual object.

[0126] The aforementioned device further includes a command identifier display control module, used for: controlling the first virtual object to perform the specified combat behavior when the game enters the first round of the combat phase; and canceling the display of the target first command identifier and / or the target second command identifier if the preset conditions are met when the game enters the second round of the operation phase; and continuously displaying the target first command identifier and / or the target second command identifier within the game scene if the preset conditions are not met.

[0127] This method marks the target scene plots through the first command icon in the first command window, and broadcasts the icon information to the second terminal devices of the team members. This ensures that the target scene plots in each teammate's game screen display the icon, allowing teammates to understand the target plot of the virtual object based on the icon. The command operation is simple and quick, eliminating the need for voice and message communication, thus improving command efficiency, combat win rate, and player gaming experience. By improving player communication efficiency, it reduces the runtime and power consumption of terminal devices.

[0128] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the command and control method of the above-mentioned game.

[0129] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to execute the following operations in the command and control method of the aforementioned game:

[0130] In response to a first operation targeting a target scene plot, a first command window is displayed on the graphical user interface; the first command window includes at least: multiple first command icons corresponding to the target scene plot; in response to a trigger operation targeting a target first command icon, the target first command icon is displayed in the target scene plot within the game scene, and a first command instruction is generated and sent to a second terminal device, so that the target first command icon is displayed on the target scene plot in the graphical user interface of the second terminal device; wherein, the target first command icon is used to indicate the target movement position of the second virtual object associated with the target first command icon; the first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device belong to the same faction.

[0131] The aforementioned multiple first command identifiers include object numbers, which are pre-configured; if the target first command identifier is a specified object number, the second virtual object associated with the target first command identifier is a virtual object pre-marked with a specified object number.

[0132] The aforementioned multiple first command identifiers include type identifiers, which are type identifiers of the type to which the second virtual object belongs; if the target first command identifier is a type identifier of the target type, the second virtual object associated with the target first command identifier is a virtual object belonging to the target type.

[0133] The aforementioned multiple first command identifiers include object identifiers, where the object identifier is the object identifier of a specific virtual object; if the target first command identifier is the object identifier of a specific virtual object, the second virtual object associated with the target first command identifier is the specific virtual object.

[0134] The first command window also includes: a first clear control and a second clear control; the method also includes: in response to a trigger operation on the first clear control, deleting the target first command identifier displayed in the target scene plot; in response to a trigger operation on the second clear control, deleting the first command identifier displayed in all scene plots.

[0135] If a target virtual object exists on the target scene plot, the first command window also includes: a second command identifier corresponding to the target virtual object; wherein, the second command identifier is used to indicate the target combat behavior of the second virtual object.

[0136] After responding to the first operation on the target scene plot and displaying the first command window on the graphical user interface, the method further includes: responding to the trigger operation on the target second command identifier, displaying the target second command identifier on the target virtual object, generating a second command instruction, and sending the second command instruction to the second terminal device so that the target second command identifier is displayed on the target virtual object in the graphical user interface of the second terminal device.

[0137] The first command window also includes a third clear control and a fourth clear control; the method further includes: in response to a trigger operation on the third clear control, deleting the target second command identifier displayed in the target virtual object; in response to a trigger operation on the fourth clear control, deleting the second command identifier displayed in all virtual objects.

[0138] The aforementioned second command identifier also includes an object number; the first command window also includes a custom control; the object number is determined in the following way: in response to a trigger operation on the custom control, an information input box is displayed; in response to an input operation on the information input box, the entered object number is displayed in the first command window.

[0139] After responding to a trigger operation targeting the first command identifier of the target and displaying the first command identifier of the target in the target scene plot within the game scene, the above method further includes: responding to the target virtual object carrying a sub-object and displaying the identifier corresponding to the sub-object in the target scene plot.

[0140] The step of displaying a first command window on a graphical user interface in response to a first operation targeting a target scene plot includes: determining whether a first virtual object controlled by a first terminal device has command authority; if so, displaying the first command window on the graphical user interface; if not, displaying a second command window on the graphical user interface; the second command window includes: plot information of the target scene plot.

[0141] If a target virtual object exists on the target scene plot, the second command window also includes: object information of the target virtual object, and multiple interactive information corresponding to the target virtual object.

[0142] The above method also includes: responding to a trigger operation on the target interactive information and displaying the interactive information on the target virtual object.

[0143] After responding to a trigger operation targeting the first command identifier of the target and displaying the first command identifier of the target in the target scene plot within the game scene, the above method further includes: responding to receiving a third command instruction sent by the second terminal device and updating the first command identifier of the target displayed in the target scene plot to the first command identifier indicated by the third command instruction.

[0144] The aforementioned first terminal device is communicatively connected to the server; after the step of displaying the target first command identifier in the target scene plot within the game scene in response to the trigger operation for the target first command identifier, the method further includes: in response to the first virtual object being disconnected and re-entering the current game round, receiving a historical command identifier sent by the server; the historical command identifier is a command identifier historically configured in the current game object, as well as a command identifier historically received; and redisplaying the historical command identifier on the corresponding scene plot and virtual object.

[0145] Before the step of displaying a first command window on the graphical user interface in response to a first operation on a target scene plot, the method further includes: when the game enters the first round operation phase, in response to a behavior configuration operation on the first virtual object, determining a specified combat behavior for the first virtual object.

[0146] The above method further includes: when the game enters the first round of the battle phase, controlling the first virtual object to perform the specified battle behavior; when the game enters the second round of the operation phase, if the preset conditions are met, canceling the display of the first target command identifier and / or the second target command identifier; if the preset conditions are not met, continuously displaying the first target command identifier and / or the second target command identifier in the game scene.

[0147] This method marks the target scene plots through the first command icon in the first command window, and broadcasts the icon information to the second terminal devices of the team members. This ensures that the target scene plots in each teammate's game screen display the icon, allowing teammates to understand the target plot of the virtual object based on the icon. The command operation is simple and quick, eliminating the need for voice and message communication, thus improving command efficiency, combat win rate, and player gaming experience. By improving player communication efficiency, it reduces the runtime and power consumption of terminal devices.

[0148] The computer program product of the game command and control method, device and system provided in the embodiments of the present invention includes 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.

[0149] 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.

[0150] 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.

[0151] 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.

[0152] 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.

[0153] 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 commanding and controlling a game, characterized in that, A graphical user interface is provided through a first terminal device. The graphical user interface includes at least a portion of a game scene. The game scene includes multiple scene tiles and multiple virtual objects. The virtual objects are located within the scene tiles. The multiple virtual objects include a first virtual object controlled by the first terminal device and a second virtual object belonging to the same game faction as the first virtual object. The method includes: In response to a first operation targeting a target scene plot, a first command window is displayed on the graphical user interface; the first command window includes at least: multiple first command identifiers corresponding to the target scene plot; the multiple first command identifiers include one or more of the following: object number, type identifier, and object identifier; the object number is pre-configured, the type identifier is the type identifier of the type to which the second virtual object belongs, and the object identifier is the object identifier of a specific virtual object; In response to a trigger operation targeting a first command identifier, the first command identifier is displayed on the target scene plot within the game scene, and a first command instruction is generated and sent to a second terminal device, so that the first command identifier is displayed on the target scene plot in the graphical user interface of the second terminal device; wherein, the first command identifier is used to indicate the target movement position of a second virtual object associated with the first command identifier; the first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device belong to the same faction; Wherein, if the target first command identifier is a designated object number, the second virtual object associated with the target first command identifier is a virtual object pre-marked with the designated object number; If the first command identifier of the target is a type identifier of the target type, the second virtual object associated with the first command identifier of the target is a virtual object belonging to the target type; If the target first command identifier is an object identifier of a specific virtual object, then the second virtual object associated with the target first command identifier is the specific virtual object.

2. The method according to claim 1, characterized in that, The first command window further includes: a first clear control and a second clear control; the method further includes: In response to the trigger operation of the first clear control, the target first command identifier displayed in the target scene plot is deleted; In response to the trigger operation of the second clear control, delete the first command sign displayed in all the scene plots.

3. The method according to claim 1, characterized in that, If a target virtual object exists on the target scene plot, the first command window also includes: a second command identifier corresponding to the target virtual object; wherein, the second command identifier is used to indicate the target combat behavior of the second virtual object.

4. The method according to claim 3, characterized in that, Following the step of displaying a first command window on the graphical user interface in response to a first operation targeting a plot of land in the target scenario, the method further includes: In response to a trigger operation targeting a second command identifier, the second command identifier is displayed on the target virtual object, a second command instruction is generated, and the second command instruction is sent to the second terminal device so that the second command identifier is displayed on the target virtual character in the graphical user interface of the second terminal device.

5. The method according to claim 4, characterized in that, The first command window also includes: a third clear control and a fourth clear control; the method further includes: In response to a trigger operation on the third clear control, the target second command identifier displayed in the target virtual object is deleted; In response to the triggered operation of the fourth clear control, the second command identifier displayed in all virtual objects is deleted.

6. The method according to claim 3, characterized in that, The second command identifier also includes an object number; the first command window also includes: a custom control; The object number is determined in the following manner: In response to a trigger operation on the custom control, display an information input box; In response to an input operation in the information input box, the input object number is displayed in the first command window.

7. The method according to claim 1, characterized in that, After responding to a trigger operation targeting a first command identifier of a target, and displaying the first command identifier of the target in the target scene plot within the game scene, the method further includes: In response to the target virtual object carrying sub-objects, the identifier corresponding to the sub-objects is displayed in the target scene plot.

8. The method according to claim 1, characterized in that, The step of displaying a first command window on the graphical user interface in response to a first operation targeting a plot of land includes: Determine whether the first virtual object controlled by the first terminal device has command authority; If so, a first command window is displayed on the graphical user interface; If not, a second command window is displayed on the graphical user interface; the second command window includes: land parcel information of the target scene parcel.

9. The method according to claim 8, characterized in that, If a target virtual object exists on the target scene plot, the second command window also includes: object information of the target virtual object, and multiple interactive information corresponding to the target virtual object.

10. The method according to claim 9, characterized in that, The method further includes: In response to a trigger operation targeting the interactive information, the interactive information is displayed on the target virtual object.

11. The method according to claim 1, characterized in that, After responding to a trigger operation targeting a first command identifier of a target, and displaying the first command identifier of the target in the target scene plot within the game scene, the method further includes: In response to receiving a third command instruction sent by the second terminal device, the first command identifier of the target scene plot is updated to the first command identifier indicated by the third command instruction.

12. The method according to claim 1, characterized in that, The first terminal device is connected to the server in communication. After responding to a trigger operation targeting a first command identifier of a target, and displaying the first command identifier of the target in the target scene plot within the game scene, the method further includes: In response to the first virtual object re-entering the current game round after disconnection, the system receives a historical command identifier sent by the server; the historical command identifier is a command identifier historically configured for the current game object, as well as a command identifier historically received. The historical command identifiers will be redisplayed on the corresponding scene plots and virtual objects.

13. The method according to claim 4, characterized in that, Prior to the step of displaying a first command window on the graphical user interface in response to a first operation targeting a target scene plot, the method further includes: When the game enters the first round of operation phase, it responds to the behavior configuration operation of the first virtual object and determines the specified combat behavior of the first virtual object.

14. The method according to claim 13, characterized in that, The method further includes: When the game enters the first round of combat, control the first virtual object to perform the specified combat action; When the game enters the second round of operation, if the preset conditions are met, the display of the first target command identifier and / or the second target command identifier will be canceled; if the preset conditions are not met, the first target command identifier and / or the second target command identifier will continue to be displayed in the game scene.

15. A game command and control device, characterized in that, A graphical user interface is provided through a first terminal device. The graphical user interface includes at least a portion of a game scene. The game scene includes multiple scene tiles and multiple virtual objects. The virtual objects are located within the scene tiles. The multiple virtual objects include a first virtual object controlled by the first terminal device and a second virtual object belonging to the same game faction as the first virtual object. The device includes: The first command window display module is used to respond to a first operation on a target scene plot and display a first command window on the graphical user interface; the first command window includes at least: multiple first command identifiers corresponding to the target scene plot; the multiple first command identifiers include one or more of the following: object number, type identifier, and object identifier; the object number is pre-configured, the type identifier is the type identifier of the type to which the second virtual object belongs, and the object identifier is the object identifier of a specific virtual object; A first command identifier display module is used to respond to a trigger operation targeting a first command identifier, display the first command identifier in the target scene plot within the game scene, generate a first command instruction, and send the first command instruction to a second terminal device, so that the first command identifier is displayed on the target scene plot in the graphical user interface of the second terminal device; wherein, the first command identifier is used to indicate the target movement position of a second virtual object associated with the first command identifier; the first virtual object controlled by the first terminal device and the second virtual object controlled by the second terminal device belong to the same faction; Wherein, if the target first command identifier is a designated object number, the second virtual object associated with the target first command identifier is a virtual object pre-marked with the designated object number; If the first command identifier of the target is a type identifier of the target type, the second virtual object associated with the first command identifier of the target is a virtual object belonging to the target type; If the target first command identifier is an object identifier of a specific virtual object, then the second virtual object associated with the target first command identifier is the specific virtual object.

16. An electronic device, characterized in that, It 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 command and control method of the game according to any one of claims 1-14.

17. 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 command and control method of the game as described in any one of claims 1-14.

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