Interactive control method, device and electronic equipment for a game
Patent Information
- Application Number
- CN202311061938.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-08-21
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2043-08-21
AI Technical Summary
当备选对象的数量很多时,玩家可能需要反复执行多次滑动操作,才能在列表中找到想要的对象,操作效率较低,影响游戏体验
[0009] The aforementioned interactive control method, device, and electronic device for the game provide a graphical user interface (GUI) through a terminal device. The GUI includes a first area and a second area. The first area displays a game scene containing game elements. The game elements include selected game objects and/or object placement positions. The second area displays candidate game objects. The method includes: responding to a first trigger operation on the second area, expanding the area of the second area, shrinking the area of the first area, and displaying element identifiers of game elements in the shrunken first area; responding to a selection operation on a candidate game object in the second area, determining the selected target game object, and updating the element identifiers displayed in the first area based on the target game object. In this method, by performing a trigger operation on the second area, the area of the second area is expanded, while the area of the first area is shrunken, and element identifiers of game elements are displayed in the shrunken first area. The element identifiers are updated based on the selection operation of a candidate game object in the second area. By triggering the second area, the area of the second area is expanded, the amount of information displayed in the second area is increased, and the efficiency of searching for game objects is improved. At the same time, the element identifiers of the first area can be updated in real time based on the selected candidate game objects in the second area. This allows players to quickly search for game objects while also facilitating the viewing of selected game objects, thus enhancing the user's gaming experience.
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Figure CN117298569B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus and electronic device for interactive control of games. Background Technology
[0002] In the game, players can edit objects such as game characters and items. A portion of the game interface displays a list of potential objects, from which players can select. If there are many potential objects but the displayed area is limited, players need to swipe to navigate through the list. When there are many objects to choose from, players may need to swipe repeatedly to find the desired object, resulting in low efficiency and negatively impacting the gaming experience. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a game interaction control method, device and electronic device to improve the efficiency of game information search and operation and enhance the user's game experience.
[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, which provides a graphical user interface through a terminal device; the graphical user interface includes a first area and a second area; the first area displays a game scene containing game elements; the game elements include: selected game objects and / or object placement positions; the second area displays candidate game objects; the method includes: in response to a first trigger operation on the second area, expanding the area range of the second area, shrinking the area range of the first area, and displaying element identifiers of game elements in the shrunken first area; in response to a selection operation on candidate game objects in the second area, determining the selected target game object, and updating the element identifiers displayed in the first area based on the target game object.
[0005] Secondly, embodiments of this disclosure also provide an interactive control device for a game, which provides a graphical user interface through a terminal device; the graphical user interface includes a first area and a second area; the first area displays a game scene containing game elements; the game elements include: selected game objects and / or object placement positions; the second area displays candidate game objects; the device includes: a first display module, configured to respond to a first trigger operation on the second area, expand the area range of the second area, shrink the area range of the first area, and display element identifiers of game elements in the shrunken first area; and a second display module, configured to respond to a selection operation on candidate game objects in the second area, determine the selected target game object, and update the element identifiers displayed in the first area based on the target game object.
[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the interactive control method of the game described above.
[0007] Fourthly, embodiments of this disclosure provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the interactive control method of the aforementioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The aforementioned interactive control method, device, and electronic device for the game provide a graphical user interface (GUI) through a terminal device. The GUI includes a first area and a second area. The first area displays a game scene containing game elements. The game elements include selected game objects and / or object placement positions. The second area displays candidate game objects. The method includes: responding to a first trigger operation on the second area, expanding the area of the second area, shrinking the area of the first area, and displaying element identifiers of game elements in the shrunken first area; responding to a selection operation on a candidate game object in the second area, determining the selected target game object, and updating the element identifiers displayed in the first area based on the target game object. In this method, by performing a trigger operation on the second area, the area of the second area is expanded, while the area of the first area is shrunken, and element identifiers of game elements are displayed in the shrunken first area. The element identifiers are updated based on the selection operation of a candidate game object in the second area. By triggering the second area, the area of the second area is expanded, the amount of information displayed in the second area is increased, and the efficiency of searching for game objects is improved. At the same time, the element identifiers of the first area can be updated in real time based on the selected candidate game objects in the second area. This allows players to quickly search for game objects while also facilitating the viewing of selected game objects, thus enhancing the user's gaming experience.
[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A schematic diagram of a game editing interface provided in an embodiment of the present invention;
[0014] Figure 2 A flowchart illustrating a game interaction control method provided in an embodiment of the present invention;
[0015] Figure 3 This is a schematic diagram illustrating a change in the range of a triggering region, provided by an embodiment of the present invention.
[0016] Figure 4 This is a schematic diagram illustrating an update of a display element identifier according to an embodiment of the present invention;
[0017] Figure 5 This is a schematic diagram illustrating another method for updating display element identifiers according to an embodiment of the present invention;
[0018] Figure 6 A schematic diagram illustrating a third method for updating display element identifiers according to an embodiment of the present invention;
[0019] Figure 7 This is a schematic diagram illustrating another change in the triggering region range provided in an embodiment of the present invention;
[0020] Figure 8 This is a schematic diagram illustrating the third type of triggering region range variation provided in an embodiment of the present invention;
[0021] Figure 9 A schematic diagram of an interactive control device for a game provided in an embodiment of the present invention;
[0022] Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0023] 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.
[0024] Due to the limitations of the terminal screen size, the data in the list may not always be fully displayed within the visible area of the terminal screen. Users can scroll up and down the list by triggering other related controls or by directly touching the terminal screen to view the data in the list.
[0025] In the game editing interface, alternative game objects are often displayed in the form of a list for players to choose from. However, due to the limitations of the terminal screen size, the alternative game objects on the list are sometimes not fully displayed in the visible area of the terminal screen. Players need to trigger other related controls or directly touch the terminal screen to scroll up and down the list in order to view the game data in the list.
[0026] Taking the lineup editing interface of a card game as an example, such as Figure 1 As shown, the upper area of the interface is the lineup display area, showing the player's selected game objects and their placement positions. The lower area displays alternative game objects with different attribute types, such as pets and companions. This display area has a fixed size, and players can swipe through the list below to select pets and companions to deploy, which are then displayed in real-time in the lineup display area. As the player's level increases, the number of alternative game objects in the list below increases. Players may need to repeatedly swipe multiple times to find the desired object, which fails to provide a convenient and quick way for players to view their deployed lineup and find the desired game object, thus impacting the player's gaming experience.
[0027] Based on the above, this disclosure provides an interactive control method, device, and electronic device for games, which can be applied to games or other applications with list displays.
[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 interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[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 disclosure provides a game interaction control method that provides a graphical user interface (GUI) via a terminal device. The terminal device can be either a local terminal device (as mentioned above) or a client device in a cloud interaction system (as mentioned above). The GUI provided by the terminal device can display interface content, such as game scene images, communication interaction windows, etc., depending on the type of application being launched.
[0031] To facilitate understanding of this embodiment, a game interaction control method disclosed in this embodiment of the invention will first be described in detail, such as... Figure 2 As shown, a graphical user interface (GUI) is provided through a terminal device. This GUI includes a first area and a second area. The first area displays a game scene containing game elements, which may include selected game objects and their placement positions, or only selected game objects or their placement positions. Game objects may be game characters, game items, etc., and the placement positions are used to place the selected game objects and may have a specific order. The second area displays alternative game objects; for example, the second area may display alternative game objects from the player's inventory or warehouse. The interactive control method of this game includes the following steps:
[0032] Step S202: In response to the first trigger operation for the second area, expand the area range of the second area, shrink the area range of the first area, and display the element identifier of the game element in the shrunken first area;
[0033] The first area mentioned above is the game scene display area for game elements. This game scene can display selected game characters, game props, game pets, and other game objects. These game objects are displayed in a specified display format. The game scene can also display the placement positions of objects. The placement positions of objects have a certain arrangement order. Players can place the object models in the game scene in the corresponding object positions, so that the game objects also have a corresponding positional order.
[0034] The second area mentioned above is the display area for candidate game objects, which can be displayed in a list format. The first trigger operation mentioned above is an operation that expands the area of the second area. This trigger operation can be a sliding operation, single-click operation, double-click operation, long-press operation, drag operation, etc., applied to a specified position within the second area; it can also be triggered based on a specified event, for example, automatically expanding the area of the second area when a specified number of candidate game objects are displayed in the graphical user interface. The expansion and contraction of the area can be reflected in the area's size; expanding the area of the second area increases its area within the graphical user interface; conversely, contracting the area of the first area decreases its area within the graphical user interface. The element identifier mentioned above is an identifier used to identify game elements, which can be text, patterns, avatars, or strings that uniquely correspond to each game element.
[0035] After the first trigger operation is executed, the area ranges of the first and second regions in the graphical user interface change. The area range of the second region expands, and the area range of the first region shrinks. Simultaneously, the element identifiers of the game elements are displayed in the shrunken first region. Here, the element identifiers in the first region correspond to the game elements contained in the first region before the first trigger operation was executed. When the game element contained in the first region is a game object or an object placement location, the element identifier is the identifier corresponding to that game object or object placement location. When the game element is both a game object and an object placement location, the element identifier is a combination of the element identifier of the object placement location and the element identifier of the game object.
[0036] In actual implementation, after the first trigger operation is executed, the area range can gradually change following the operation process of the first trigger operation. During this change, the change in the area range of the second area can remain dynamically synchronized with the change in the area range of the first area. For example, when the first trigger operation is a sliding operation, as the sliding touch point moves, the area range of the second area gradually expands, while the area range of the first area gradually shrinks. The change in area range can also be completed instantly. For example, double-clicking a specified position in the second area displays the expanded second area and the shrunken first area. Similarly, the element identifiers in the first area can also be displayed gradually or instantly.
[0037] In this step, by executing the first trigger operation, the area of the second region is expanded, and the number of game information displayed in the second region is increased, which can improve the efficiency of game information search.
[0038] Step S204: In response to the selection operation of the candidate game object in the second area, determine the selected target game object, and update the element identifier in the first area based on the target game object.
[0039] The target game object mentioned above corresponds to the candidate game object selected in the second area.
[0040] In other words, after selecting a candidate game object in the second area, the element identifier in the first area is updated and displayed according to the corresponding target game object. This update can be done by displaying the element identifier of the target game object in the first area, or by replacing the element identifier of the existing game object in the first area with the element identifier of the target game object.
[0041] In this method, the element icons in the first area can be updated in real time based on the selected candidate game objects in the second area. This allows players to quickly find the game objects they want in the second area based on the element icons displayed in the first area, thus improving the player's gaming experience.
[0042] The aforementioned game's interactive control method, in response to a first trigger operation targeting the second area, expands the area of the second area and shrinks the area of the first area, displaying the element identifiers of game elements in the shrunken first area; in response to a selection operation targeting candidate game objects in the second area, it determines the selected target game object and updates the element identifiers displayed in the first area based on the target game object. This method expands the area of the second area by performing a trigger operation, increasing the amount of information displayed in the second area and improving the efficiency of game object search; simultaneously, it can update the element identifiers of the first area in real time based on the selected candidate game objects in the second area, allowing players to quickly search for game objects while conveniently viewing selected game objects, thus enhancing the user's gaming experience.
[0043] As mentioned earlier, the game scene can also display object placement positions. In one approach, the game scene includes a preset number of object placement positions. The object placement positions are used to: place selected game objects; display the object placement position itself when it is empty; and if a selected game object is placed on an object placement position, display the object model of the placed selected game object on the object placement position.
[0044] The aforementioned object model refers to a display format of game objects within a game scene. This object model can be a 3D model constructed using mesh connections. Optionally, the 3D model can be constructed using triangular facets, quadrilateral meshes, or other polygonal meshes. The aforementioned object placement positions are used to place the selected game objects.
[0045] When there is no game object at the object placement location, the object placement location is empty, and only the object placement location itself is displayed in the area where the object placement location is located; if the player selects a game object from the second area and places it at the object placement location, the object model of the placed game object will be displayed at the object placement location.
[0046] The following embodiments provide a specific implementation of changing the range of the first region and the second region based on a first trigger operation.
[0047] In one approach, in response to a first sliding operation originating from a second region, a candidate game object in the second region is controlled to move following the operation touchpoint of the first sliding operation; during the execution of the first sliding operation, in response to the second region, a candidate game object located at a first designated position moves to a second designated position in the second region, thereby expanding the area of the second region and shrinking the area of the first region.
[0048] The starting point of the first sliding operation mentioned above is inside the second region, or it can be the edge region of the second region.
[0049] In other words, the first trigger action is a sliding operation starting from the second area. As the sliding operation begins, the candidate game objects in the second area move along with the touchpoint of the first sliding operation. During this process, the area ranges of the first and second areas remain unchanged. Then, when the candidate game object located at the first designated position moves to the second designated position in the second area, the area range of the second area begins to expand, while the area range of the first area shrinks.
[0050] For example, the first trigger operation is a swipe operation that starts from the second area and moves upward. When the swipe operation just begins to be executed, the candidate game objects in the second area move upward following the operation touch point of the first swipe operation. The candidate game objects that are later in position begin to move upward, and the candidate game objects that are not displayed begin to be displayed in the graphical user interface. When the candidate game object that was initially located in the lower right corner of the screen moves to the upper right corner of the second area, the area of the second area is expanded and the area of the first area is shrunk.
[0051] In one approach, candidate game objects in the second region are displayed as an object list. In response to a first swipe operation starting from the second region and with the touch point moving towards the first region, the object list is scrolled towards the direction of the first region. During the execution of the first swipe operation, in response to a specified list position in the object list moving to the edge of the second region, the area of the second region is expanded and the area of the first region is shrunk. The edge of the second region is adjacent to the first region.
[0052] The starting point of the first sliding operation can be inside the second region, or it can be the edge of the second region. The edge of the second region is adjacent to the first region, and can be the top edge, bottom edge, left edge, right edge, or any of the four edges of the second region. For example, when the first region is above the graphical user interface and the second region is below the graphical user interface, the edge of the second region is its top edge.
[0053] In other words, the candidate game objects in the second area can also be displayed as an object list. When a swipe operation is performed, starting from the second area and moving the touch point towards the first area, the object list scrolls towards the direction of the first area, and the list of undisplayed objects begins to appear in the graphical user interface. During this process, the area boundaries of the first and second areas remain unchanged. The area boundary of the second area expands and the area boundary of the first area shrinks only when the specified list position in the object list moves to the edge of the second area.
[0054] For example, the first area is located above the graphical user interface, and the second area is located below the graphical user interface. The candidate game objects are displayed in the second area as an object list. When a swipe operation is performed starting from the second area and pointing upwards, as the operation touch point moves upwards, the object list in the lower row of the second area begins to scroll upwards, and the list of objects that are not displayed begins to appear in the graphical user interface. When the fourth row of the object list moves to the top of the second area and becomes the first row of the second area, the area of the second area is expanded and the area of the first area is shrunk.
[0055] In one approach, in response to a first sliding operation originating from the second region and with the touch point moving towards the first region, the touch point position of the first sliding operation is monitored; in response to the touch point position moving beyond the second region, the area range of the second region is expanded and the area range of the first region is reduced.
[0056] The starting point of the first sliding operation can be inside the second region, or it can be at the edge of the second region. It can be any point on the edge line of the second region, such as the top edge, bottom edge, left edge, or right edge.
[0057] In other words, when a sliding operation is performed with the second region as the starting point and the touch point moving towards the first region, the touch point position of the first sliding operation can also be monitored. When the touch point position of the sliding operation reaches an area outside the second region, the area range of the second region is expanded and the area range of the first region is reduced.
[0058] In one specific manner, the process is as follows: Figure 3 (a) and Figure 3 As shown in (b), the first region is located above the second region. The first region displays the object placement position. When a sliding operation is performed, starting from the second region and moving towards the first region, the touch position of the sliding operation is monitored. When the touch position of the sliding operation reaches an area outside the second region, as shown in (b), the first region is positioned above the second region. Figure 3 As shown in (a), the trigger area range changes, and the interface during the change is as follows. Figure 3 As shown in (b), the second area was expanded and the area of the first area was reduced, which increased the amount of content displayed in the second area and displayed element icons in the first area, making it easier for players to quickly find game object information.
[0059] In the above embodiments, the first triggering operation is a swipe operation. In other implementations, the first triggering operation can also be a click operation, or a triggering operation applied to a control, etc. For example, the first triggering operation can be a single-click or double-click operation applied to the border area of the second region. Corresponding to the single-click or double-click operation, the enlarged second region and the shrunken first region are displayed. In another example, the first triggering operation can be a triggering operation applied to an object filter control in the second region. This object filter control can be used to filter and display game objects with the same attribute type in the second region. After triggering the object filter control, the area range of the second region can adaptively change with the number of game objects displayed in the region. When the object filter control is used to switch from an attribute type with fewer game objects to an attribute type with more game objects, the number of game objects increases, the area range of the second region extends adaptively, and at the same time, the area range of the first region shrinks.
[0060] In one approach, preconditions can be set. Only when these preconditions are met can the first trigger operation be executed to expand the area of the second region. For example, if the current page in the second region contains few candidate game objects, no operation on the second region will trigger a change in its area. Only when the current page in the second region contains more than a predetermined number of candidate game objects can the area of the first and second regions be changed based on the first trigger operation.
[0061] In one specific approach, after the terminal device displays the first and second areas in the graphical user interface, the number of candidate game objects contained in the current page of the second area can be obtained first, and the number of objects can be determined to meet the preset number threshold.
[0062] The aforementioned "current page" refers to the page displayed in the second area of the graphical user interface of the terminal device. The number of candidate game objects contained in the current page is related to the player's actions. For example, when the player uses an object filter control to filter and display game objects with the same attribute type in the second area, the number of candidate game objects contained in the current page is only the number of game objects with the same attribute type. In this case, the number of candidate game objects contained in the current page in the second area can be obtained first. Only when the number of objects meets the preset threshold can the first trigger operation be executed to expand the area of the second area.
[0063] In one approach, the expanded second region has a preset maximum range.
[0064] Specifically, in response to a first sliding operation targeting the second region, the designated edge of the second region is controlled to move following the operation touch point of the first sliding operation, so as to expand the area of the second region and shrink the area of the first region until the first sliding operation stops or the area of the second region reaches a preset maximum range; wherein, the designated edge is located between the second region and the first region.
[0065] In other words, the changes in the area of the second region can be dynamically synchronized with the changes in the area of the first region, or a maximum range can be preset for the expanded second region. When the preset maximum range is reached, the second region will stop expanding.
[0066] Regarding the aforementioned designated area edge, this designated area edge is located between the second area and the first area, and can be the edge line of the top, bottom, left, or right edge of the second area. For example, when the second area is directly below the first area, and the first sliding operation is an upward sliding operation starting from the second area, the edge line of the top edge of the second area moves upward in real time following the operation touch point of the first sliding operation, shrinking the area of the first area until the area of the second area reaches a preset maximum range.
[0067] During the process of expanding the area of the second region, there may be situations where the second region obscures part of the game scene in the first region.
[0068] Specifically, in response to the first trigger operation targeting the second region, the area of the second region is expanded; during the process of expanding the area of the second region, the second region obscures part of the game scene in the first region; in the first region, the part of the game scene not obscured by the second region is displayed according to the first display format.
[0069] If the graphical user interface contains only a first region and a second region, after executing the first trigger operation, the expansion of the second region will inevitably obscure part of the game scene in the first region. In this case, the portion of the game scene not obscured by the second region in the first region can be displayed according to a first display format. This first display format can be an effect such as glowing, magnification, or color change. In one scenario, the first display format can be a dynamically gradient display format; for example, as the second region gradually expands, the color of the portion of the game scene not obscured by the second region gradually darkens. This can be achieved by adding a black transparent mask. In another scenario, the color of the portion of the game scene not obscured by the second region can always maintain the same display format.
[0070] In one specific approach, the graphical user interface contains only a first area and a second area. The first area displays a game scene with game elements, and the second area displays a list of candidate game objects. A black transparent mask can be inserted between the layer where the game scene is located and the layer where the object list is located. The black transparent mask is set to gradually appear as the area of the second area expands. In this way, after the first trigger operation is executed, as the area of the second area expands, the game scene in the first area that is not obscured by the second area will become increasingly darker visually.
[0071] The above methods provide different implementation forms of the first trigger operation. By performing the first trigger operation on the second area, the area range of the second area is expanded, the amount of information displayed in the second area is increased, and the efficiency of searching for game objects is improved. At the same time, during the process of expanding the area range of the second area, the display format of the first area can also change, which enhances the user's gaming experience.
[0072] The following embodiments provide specific implementations of element identifiers for displaying game elements.
[0073] Specifically, during the process of shrinking the area of the first region, a display level of element identifiers is generated, and the element identifiers are controlled to be displayed on the first display level in accordance with a second display format; wherein, the display level of the element identifiers is higher than the display level of the game scene; in response to the area of the first region shrinking to a preset minimum range, the element identifiers are controlled to be displayed in accordance with a third display format.
[0074] In other words, the element identifiers in the first area have a display hierarchy, which is higher than the display hierarchy of the game scene. The element identifiers can cover the game scene and be displayed on it. As the area of the first area shrinks, the display method of the element identifiers can change. For example, as the area of the first area shrinks, the element identifier area may enlarge, the element identifier color may darken, and the element identifier transparency may change. When the area of the first area shrinks to a preset minimum size, the element identifiers are displayed according to a fixed display format.
[0075] In one embodiment, during the process of shrinking the area of the first region, the element identifier is always controlled to be displayed on the game scene with a transparency of 50%. When the area of the first region is shrunk to a preset minimum range, the element identifier is displayed on the game scene with a transparency of 100%.
[0076] The following embodiments provide specific implementations for updating the display element identifier. Here, the element identifier includes the element identifier of the object's placement position;
[0077] Specifically, the element identifier corresponding to the target game object is displayed on the element identifier at the object's placement location.
[0078] The placement of these objects can follow a specific order, or they can be divided into different areas to place target game objects of different attribute categories. For example, the first three object placement positions are used to place pet-type target game objects, and the remaining object placement positions are used to place companion-type target game objects. In actual implementation, once a target game object is selected, the player can control the element identifier corresponding to the target game object to be displayed on the element identifier of the object placement position in the first area through operations such as swiping or clicking.
[0079] In one specific implementation, Figure 4 As shown, the first area is located above the graphical user interface. This area displays element identifiers corresponding to the object placement positions. These identifiers are arranged in a specific order and are currently empty. The first three object placement positions are for element identifiers corresponding to pet-type game objects, while the remaining positions are for element identifiers corresponding to companion-type game objects. The second area is located below the first area and displays a list of candidate game objects. Clicking on "Pet 5" in the list designates it as the target game object. Simultaneously, the element identifier for "Pet 5" automatically appears on the first empty element identifier in the position designated for pet-type objects.
[0080] The above method allows for the convenient and quick addition of game objects from the second area to the first area in the form of element identifiers.
[0081] In another approach, the element identifier includes only: the element identifier of the selected game object; in the first area, the element identifier of the replaceable game object corresponding to the target game object is determined; the element identifier of the replaceable game object is displayed in a fourth display format; in response to a trigger operation on the element identifier of the first game object among the replaceable game objects, the element identifier of the first game object is controlled to be replaced and displayed as the element identifier of the target game object.
[0082] The fourth display format mentioned above can be a display effect such as a thickened border, glow, or color change. The replaceable game object mentioned above is the selected game object in the first area. The triggering operation mentioned above can be an operation such as clicking, double-clicking, pressing, or dragging the element identifier of the first game object.
[0083] The above method can be understood as an interactive replacement process between the selected game object in the first area and the target game object in the second area. In other words, when the number of element identifiers for the selected game object in the first area reaches its limit, if the player continues to select a target game object, it is considered that the target game object will replace the corresponding selected game object in the first area. At this point, it is necessary to determine the element identifier of the game object to be replaced by the target game object and highlight that element identifier in the fourth display format. Once a trigger operation is performed on that element identifier, it can be controlled to replace the displayed element identifier with that of the target game object, thus achieving the replacement of the game object.
[0084] In a specific way, such as Figure 5As shown, the first area is located above the graphical user interface. This area displays the maximum number of element identifiers for selected game objects. The element identifiers are arranged in a specific order: the first three are for pet-type game objects, and the remaining four are for partner-type game objects. The second area is located below the first area, displaying a list of candidate game objects. The current page shows the candidate game objects for the partner type. Clicking on "Partner 14" on the current page identifies it as the target game object, and the target game object is enlarged in the object list. Simultaneously, the borders of the element identifiers for partner-type game objects in the first area are thickened. Furthermore, clicking on the element identifier of "Partner 1" in the first area replaces the element identifier of "Partner 14" with the element identifier of "Partner 14".
[0085] The above method can quickly replace the selected game object in the first area with the target game object in the second area.
[0086] In one approach, the element identifier includes an element identifier of the selected game object. In response to a first identifier trigger operation for the first element identifier in the first area, the first element identifier is controlled to replace the element identifier of the object placement position, and the game object corresponding to the first element identifier is controlled to be displayed in the second area.
[0087] The aforementioned first element identifier can be a combination of the object's placement position and the identifier corresponding to the selected game object at that position. The aforementioned first identifier trigger operation is an operation targeting the first identifier, which can be an operation such as clicking, pressing, or dragging.
[0088] The above method can be understood as the process of canceling the display of the element identifier of the selected game object in the first area. In other words, when the first area needs to cancel the display of the element identifier of the selected game object, a first identifier trigger operation can be performed on the element identifier of the selected game object, replacing the element identifier of the selected game object with the element identifier of the object's placement position, and controlling the display of the selected game object in the second area.
[0089] In one specific implementation, Figure 6 (a) and Figure 6 As shown in (b), the first area is located above the graphical user interface and displays the element icons of the selected game objects, arranged in a specific order. The second area is located below the first area and displays the candidate game objects in the form of an object list. Figure 6In (a), by clicking the element identifier corresponding to "Partner 24" in the first area, the element identifier corresponding to "Partner 24" is de-displayed, and the content displayed in that area is replaced with the element identifier corresponding to the object's placement position. Simultaneously, "Partner 24" is displayed in the lower right corner of the second area, as shown below. Figure 6 As shown in (b) of the diagram.
[0090] In this method, the element identifier of the selected game object in the first area can be easily and quickly removed, and the game object of that object can be displayed in the second area.
[0091] In one approach, the element identifier includes: an element identifier of a selected game object; in response to a second identifier triggering operation on a second element identifier in a first area, the second element identifier is controlled to move following the touch point of the second identifier triggering operation; in response to the second element identifier moving to a specified element identifier and the second identifier triggering operation ending, the second element identifier is controlled to be displayed at the position of the specified element identifier; wherein, the specified element identifier includes: an element identifier of the object placement position, or an element identifier of a selected game object of a specified object type.
[0092] The second element identifier mentioned above is the element identifier of the selected game object. The operation triggered by the second element identifier can be dragging, swiping, or other similar operations. The element identifier of the selected game object of the specified object type can be the element identifier of the selected game object of the same attribute type.
[0093] When the specified element identifier is the element identifier of the object placement position, the above method can be understood as the process of changing the position of the element identifier. For example, when the second identifier triggers a sliding operation, after performing a sliding operation starting from the second element identifier, the second element identifier moves with the touch point of the sliding operation. When the sliding touch point disappears on the element identifier of the object placement position, the second identifier is displayed on the element identifier of the object placement position, thus realizing the position movement of the second identifier.
[0094] When the specified element identifier is the element identifier of the selected game object of the specified object type, the above method can be understood as the process of swapping the positions of the two element identifiers. For example, when the second identifier triggers a sliding operation, after performing a sliding operation starting from the second element identifier, the second element identifier moves with the touch point of the sliding operation. When the sliding touch point disappears on the element identifier corresponding to the game object of the same attribute type, the second identifier is displayed and swapped with that element identifier. The second identifier is displayed in the position of that element identifier, and the element identifier is displayed in the position before the second element identifier moved, thus realizing the swapping of the positions of the two element identifiers.
[0095] The above method provides an implementation for updating the element identifiers in the first area based on the target game object. Through various trigger operations in the first area and interactive operations between the first and second areas, various game needs of players can be met conveniently and quickly, improving the operational experience and efficiency of game object configuration.
[0096] The above embodiments provide an implementation method for expanding the area of the second region and updating the element identifier based on the target game object. The following embodiments provide an implementation method for shrinking the area of the second region.
[0097] Specifically, in response to the second trigger operation targeting the second region, the area of the second region is narrowed, the area of the first region is expanded, and a game scene containing game elements is displayed in the expanded first region; wherein, the game elements in the game scene match the element identifiers in the first region before the expansion of the first region.
[0098] The second trigger operation described above is the operation that causes the area of the second region to shrink. This trigger operation can be a sliding operation, a single click, a double click, a long press, or a drag operation applied to a specified position within the second region. This trigger operation can also be based on a specified event; for example, when a specified number of candidate game objects are displayed in the graphical user interface within the second region, the area of the second region is automatically shrunk. The expansion and shrinking of the area can be reflected in the region's size.
[0099] After the second trigger operation is executed, the area ranges of the first and second regions in the graphical user interface change. The area range of the second region shrinks, and the area range of the first region expands. Simultaneously, a game scene containing game elements is displayed in the expanded first region. The game elements within the game scene are those corresponding to the element identifiers in the first region before the expansion.
[0100] In actual implementation, after the second trigger operation is executed, the area range can gradually change following the operation process of the second trigger operation. During the change, the change of the area range of the second area is dynamically synchronized with the change of the area of the first area. The change of the area range can also be completed instantly. For example, double-clicking a specified position in the second area will display the shrunken second area and the enlarged first area.
[0101] In the above method, through the second trigger operation, the element identifier in the first area is switched to the game element in the game scene, so that the player can see the game object in the game scene and improve the user's game experience.
[0102] The following embodiments provide specific implementation methods for reducing the second region.
[0103] In one approach, in response to a second sliding operation originating from a second region, the candidate game object in the second region is controlled to move following the operation touch point of the second sliding operation; during the execution of the second sliding operation, in response to the second region, the candidate game object located at a third designated position moves to a fourth designated position in the second region, thereby narrowing the area of the second region and expanding the area of the first region.
[0104] The starting point of the second sliding operation can be inside the second region or at the edge of the second region.
[0105] In other words, the second trigger operation is a sliding operation starting from the second area. As the sliding operation begins, the candidate game objects in the second area move following the touchpoint of the first sliding operation. During this process, the area ranges of the first and second areas remain unchanged. Then, when the candidate game object located at the first designated position moves to the second designated position in the second area, the area range of the second area begins to shrink, while the area range of the first area expands.
[0106] For example, the second trigger operation is a downward sliding operation starting from the second area. When the sliding operation just begins to be executed, the candidate game objects in the second area move downward following the operation touch point of the first sliding operation. The candidate game objects in the front position begin to move downward and begin to be displayed again in the graphical user interface. When the candidate game object that was initially located in the upper right corner of the second area moves to the lower right corner of the second area, the area of the second area is shrunk, while the area of the first area is expanded.
[0107] In one approach, candidate game objects in the second region are displayed as an object list; in response to a second swipe operation originating from the second region, the object list is scrolled away from the first region; wherein the touch point of the second swipe operation moves away from the first region; during the execution of the second swipe operation, in response to a candidate game object at a specified position in the object list moving to the edge of the second region, the area of the second region is reduced, and the area of the first region is expanded; the edge of the second region is adjacent to the first region.
[0108] The starting point of the second sliding operation can be inside the second region, or it can be the edge of the second region. The edge of the second region is adjacent to the first region, and can be the top edge, bottom edge, left edge, right edge, or any of the four edges of the second region. For example, when the first region is above the graphical user interface and the second region is below the graphical user interface, the edge of the second region is its top edge.
[0109] In other words, the candidate game objects in the second area can also be displayed as an object list. When a swipe is performed starting from the second area and moving away from the first area, the object list in the second area scrolls away from the first area, and the list of objects not currently displayed begins to appear in the graphical user interface. During this process, the area boundaries of the first and second areas remain unchanged. The area boundary of the second area shrinks and the area boundary of the first area expands until a specified position in the object list moves to the edge of the second area.
[0110] For example, the first area is located above the graphical user interface, and the second area is located below the graphical user interface. The candidate game objects are displayed in the second area as an object list. When a downward swipe operation is performed starting from the second area, as the operation touch point moves downward, the top row of the object list in the second area begins to scroll down, and the list of undisplayed objects begins to appear in the graphical user interface. When the fourth row of the object list begins to appear at the top of the second area, the area of the second area shrinks and the area of the first area expands.
[0111] In one embodiment, in response to a second sliding operation applied to the edge of the second region, the area of the second region is reduced and the area of the first region is expanded; wherein the edge of the region is adjacent to the first region; the contact point of the second sliding operation moves away from the first region; the second sliding operation starts from the edge of the region, or the second sliding operation passes through the edge of the region.
[0112] The aforementioned region edge positions can be the top edge, bottom edge, left edge, right edge, or any of the four edges of the second region. The aforementioned second sliding operation can be a sliding operation starting from a region edge position, or a sliding operation passing through a region edge position.
[0113] In one specific way, such as Figure 7 As shown in (a), the edge of the second region is adjacent to the first region, which displays the element identifier corresponding to "Pet 5". The second sliding operation is a sliding operation that starts from the first region and passes through the top edge line of the second region. When this second sliding operation is performed, the area range of the second region is reduced and the area range of the first region is expanded, displaying as shown in (a). Figure 7 The graphical interface shown in (b) displays the game elements corresponding to "Pet 5" in the game scene in the enlarged first area.
[0114] In a specific embodiment, taking the lineup editing interface of a card game as an example, the specific process of the game interaction method provided in this application embodiment is introduced.
[0115] In this implementation, a graphical user interface is provided through the terminal device, such as... Figure 8 As shown in (a), the first area is the lineup display area, which contains the game scene with game elements. The game elements are the object models and placement positions of the selected game objects. The attribute types of the selected game objects include pet type, partner type, etc. The second area is the display area for candidate game objects of pet type or partner type, which are displayed in the form of an object list.
[0116] As the player swipes up on the object list, when the fourth row of objects reaches the top edge of the second area, the second area's list begins to extend upwards with the swipe, while the first area begins to shrink. As the second area expands, a black overlay gradually appears, visually darkening the scene. Simultaneously, during the expansion of the second area's list, element icons matching game elements in the scene gradually become visible as the interface darkens. When the second area reaches its preset maximum size, the list-style element icons in the first area are fully displayed, such as... Figure 8 As shown in (b) of the diagram.
[0117] When a downward sliding operation is performed on the top edge of the second region that has reached the preset maximum range, such as Figure 8 As shown in (c), the area of the second region gradually shrinks as the sliding contact point moves, the list collapses, and the area of the first region expands, restoring to the state shown in (c). Figure 8 The initial state is shown in (a) in the figure.
[0118] exist Figure 8 In (a) of the diagram, the first area displays a game scene with seven positions (i.e., the aforementioned object placement locations). The front three positions are for pets, used to place pet-type object models, while the back four positions are for companions, used to place companion-type object models. The positions are arranged from left to right. Under this graphical user interface, players can achieve various configuration requirements by following these steps.
[0119] 1) On-the-spot operation:
[0120] By clicking on the candidate game objects in the second area object list, you can select the corresponding pet or partner to fight;
[0121] 2) Deployment Operation:
[0122] Click on the character model that is already in the lineup in the first area to remove the corresponding pet or partner from the lineup;
[0123] 3) Adjusting station position:
[0124] Long press and drag the pet or companion in the first area to adjust the corresponding position, and the corresponding position will light up when the object model is moved to the position;
[0125] 4) Replacing lineup:
[0126] When the lineup is full, selecting a pet / partner again will highlight the pet's or partner's position, indicating that it can be replaced. Clicking on the corresponding position will successfully replace it.
[0127] exist Figure 8 In section (c), the first area displays a game scene with 7 positions (i.e., the aforementioned object placement locations). The front 3 positions are for pets, used to place pet-type element icons, and the back 4 positions are for companions, used to place companion-type element icons. The positions are arranged from left to right. Under this graphical user interface, players can achieve various configuration requirements by following these steps.
[0128] 1) On-the-spot operation:
[0129] By clicking on the candidate game objects in the second area object list, you can select the corresponding pet or partner to fight;
[0130] 2) Deployment Operation:
[0131] Click on the character model that is already in the lineup in the first area to remove the corresponding pet or partner from the lineup;
[0132] 3) Adjusting station position:
[0133] It supports long-press and drag to swap positions. When a swap is triggered, non-same type deployed units will be grayed out. For example, when long-pressing to swap a pet's position, non-same type partners will be grayed out.
[0134] 4) Replacing lineup:
[0135] When the lineup is full, selecting a pet or partner again will highlight the border of the pet or partner's element icon, indicating that it can be replaced. Clicking on the corresponding position will successfully replace it.
[0136] Other related interaction instructions: When the 'Partner Skills' tab is displayed in the list, if the player clicks on a partner in the lineup, the list will switch to displaying the Partner tab.
[0137] In this method, once the triggering conditions are met, the deployment area in the form of an object model gradually changes into a deployment area in the form of an element identifier as the swipe operation is performed. At the same time, the object list area expands, increasing the amount of information displayed in the object list, improving the efficiency of searching for game objects, and enhancing the operational experience and efficiency of lineup configuration. In addition, the element identifiers in the first area can be updated in real time based on the selected candidate game objects, allowing players to quickly search for game objects while conveniently viewing the selected game objects, thus improving the user's gaming experience.
[0138] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 9 The diagram illustrates an interactive control device for a game, providing a graphical user interface (GUI) via a terminal device. The GUI includes a first area and a second area. The first area displays a game scene containing game elements, including selected game objects and / or object placement positions. The second area displays candidate game objects. The device includes:
[0139] The first display module 902 is used to respond to a first trigger operation for the second area, expand the area range of the second area, shrink the area range of the first area, and display the element identifier of the game element in the shrunken first area;
[0140] The second display module 904 is used to respond to the selection operation of the candidate game object in the second area, determine the selected target game object, and update the element identifier in the first area based on the target game object.
[0141] This method expands the area of the second region by triggering the operation, increases the amount of information displayed in the second region, and improves the efficiency of searching for game objects. At the same time, it can also update the element identifiers of the first region in real time based on the selected candidate game objects in the second region, allowing players to quickly search for game objects while also facilitating the viewing of selected game objects, thus enhancing the user's gaming experience.
[0142] The game scene described above includes a preset number of object placement positions; these object placement positions are used to: place selected game objects; display the object placement position itself when it is empty; if a selected game object is placed on an object placement position, display the object model of the placed selected game object on that position.
[0143] The aforementioned first display module is also used to respond to a first sliding operation starting from the second area, and control the candidate game object in the second area to move following the operation touch point of the first sliding operation; during the execution of the first sliding operation, in response to the second area, the candidate game object located at the first designated position moves to the second designated position in the second area, expanding the area range of the second area and shrinking the area range of the first area.
[0144] The candidate game objects in the second area are displayed in the form of an object list; the first display module is also used to respond to a first sliding operation starting from the second area and with the touch point moving towards the first area, and control the object list to scroll in the direction of the first area; during the execution of the first sliding operation, in response to the specified list position in the object list moving to the edge position of the second area, the area range of the second area is expanded and the area range of the first area is shrunk; wherein, the area edge position is adjacent to the first area.
[0145] The aforementioned first display module is also used to respond to a first sliding operation starting from the second region and with the touch point moving towards the first region, and to monitor the touch point position of the first sliding operation; and to respond to the touch point position reaching outside the second region, to expand the area range of the second region and shrink the area range of the first region.
[0146] The aforementioned device further includes a first determining module, used to obtain the number of candidate game objects contained in the current page in the second area, and determine that the number of objects meets a preset number threshold.
[0147] The aforementioned first display module is further configured to respond to a first sliding operation on the second region, and control a designated edge of the second region to move following the operation touch point of the first sliding operation, so as to expand the area of the second region and shrink the area of the first region until the first sliding operation stops or the area of the second region reaches a preset maximum range; wherein, the designated edge is located between the second region and the first region.
[0148] The aforementioned first display module is also used to respond to a first trigger operation targeting the second region and expand the area of the second region; during the process of expanding the area of the second region, the second region obscures part of the game scene in the first region; in the first region, the part of the game scene not obscured by the second region is displayed according to the first display format.
[0149] The aforementioned first display module is further configured to generate a display layer for element identifiers during the process of shrinking the area of the first region, and control the element identifiers to be displayed on the first display layer in accordance with a second display format; wherein the display layer of the element identifiers is higher than the display layer of the game scene; and in response to the area of the first region shrinking to a preset minimum range, control the element identifiers to be displayed in accordance with a third display format.
[0150] The aforementioned element identifiers include: element identifiers of the object placement location; the aforementioned second display module is also used to control the element identifiers corresponding to the target game object to be displayed on the element identifiers of the object placement location.
[0151] The aforementioned element identifiers include only the element identifier of the selected game object; the aforementioned second display module is also used to determine the element identifier of the replaceable game object corresponding to the target game object in the first area, and display the element identifier of the replaceable game object in a fourth display format; in response to a trigger operation on the element identifier of the first game object among the replaceable game objects, control the element identifier of the first game object to be replaced and displayed as the element identifier of the target game object.
[0152] The aforementioned element identifiers include: the element identifier of the selected game object; the aforementioned device further includes a first control module, used to respond to a first identifier trigger operation for the first element identifier in the first area, control the first element identifier to replace the element identifier of the object placement position, and control the game object corresponding to the first element identifier to be displayed in the second area.
[0153] The aforementioned element identifiers include: element identifiers of selected game objects; the aforementioned device further includes a second control module, configured to respond to a second identifier triggering operation on a second element identifier in the first area, and control the second element identifier to move following the touch point of the second identifier triggering operation; in response to the second element identifier moving to a specified element identifier and the second identifier triggering operation ending, control the second element identifier to be displayed at the position of the specified element identifier; wherein, the specified element identifier includes: element identifiers of object placement positions, or element identifiers of selected game objects of a specified object type.
[0154] The aforementioned device also includes a third display module, which is used to respond to a second trigger operation on the second region, reduce the area of the second region, expand the area of the first region, and display a game scene containing game elements in the expanded first region; wherein the game elements in the game scene match the element identifiers in the first region before the expansion of the first region.
[0155] The aforementioned third display module is also used to respond to a second sliding operation starting from the second area, and control the candidate game object in the second area to move following the operation touch point of the second sliding operation; during the execution of the second sliding operation, in response to the candidate game object located at the third specified position in the second area moving to the fourth specified position in the second area, the area range of the second area is reduced and the area range of the first area is expanded.
[0156] The candidate game objects in the second area are displayed in the form of an object list; the third display module is also used to respond to a second sliding operation starting from the second area and control the object list to scroll away from the first area; wherein, the touch point of the second sliding operation moves away from the first area; during the execution of the second sliding operation, in response to the candidate game object at a specified list position in the object list moving to the edge position of the second area, the area range of the second area is reduced and the area range of the first area is expanded; the aforementioned area edge position is adjacent to the first area.
[0157] The aforementioned third display module is further configured to respond to a second sliding operation applied to the edge position of the second region, thereby reducing the area of the second region and expanding the area of the first region; wherein the edge position of the region is adjacent to the first region; the touch point of the second sliding operation moves in a direction away from the first region; the second sliding operation is initiated at the edge position of the region, or the second sliding operation passes through the edge position of the region.
[0158] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the interactive control method of the game described above. This electronic device can be a server or a terminal device.
[0159] See Figure 10 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the interactive control method of the game described above.
[0160] Furthermore, Figure 10 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.
[0161] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 10 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.
[0162] 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.
[0163] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the interactive control method for the aforementioned game: in response to a first trigger operation for the second area, expand the area range of the second area, shrink the area range of the first area, and display the element identifier of the game element in the shrunken first area; in response to a selection operation for a candidate game object in the second area, determine the selected target game object, and update the element identifier displayed in the first area based on the target game object.
[0164] This method expands the area of the second region by triggering the operation, increases the amount of information displayed in the second region, and improves the efficiency of searching for game objects. At the same time, it can also update the element identifiers of the first region in real time based on the selected candidate game objects in the second region, allowing players to quickly search for game objects while also facilitating the viewing of selected game objects, thus enhancing the user's gaming experience.
[0165] The game scene described above includes a preset number of object placement positions; these object placement positions are used to: place selected game objects; display the object placement position itself when it is empty; if a selected game object is placed on an object placement position, display the object model of the placed selected game object on that position.
[0166] The processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the interactive control method of the aforementioned game: in response to a first sliding operation starting from the second area, it controls the candidate game object in the second area to move following the operation touch point of the first sliding operation; during the execution of the first sliding operation, in response to the candidate game object located at the first designated position in the second area moving to the second designated position in the second area, the area range of the second area is expanded and the area range of the first area is reduced.
[0167] The candidate game objects in the second area are displayed in the form of an object list; the processor in the electronic device can implement the following operations of the interactive control method of the game by executing machine-executable instructions: in response to a first sliding operation starting from the second area and with the touch point moving towards the first area, the object list is controlled to scroll in the direction of the first area; during the execution of the first sliding operation, in response to the specified list position in the object list moving to the edge position of the second area, the area of the second area is expanded and the area of the first area is reduced; wherein, the area edge position is adjacent to the first area.
[0168] The processor in the aforementioned electronic device can perform the following operations of the interactive control method of the aforementioned game by executing machine-executable instructions: in response to a first sliding operation that starts from the second area and moves towards the first area, it monitors the position of the touch point of the first sliding operation; in response to the touch point position reaching outside the second area, it expands the area range of the second area and shrinks the area range of the first area.
[0169] The processor in the aforementioned electronic device can perform the following operations of the interactive control method of the aforementioned game by executing machine-executable instructions: obtaining the number of candidate game objects contained in the current page of the second area, and determining that the number of objects meets a preset number threshold.
[0170] The processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the interactive control method of the aforementioned game: in response to a first sliding operation on the second region, it controls a designated edge of the second region to move following the operation touch point of the first sliding operation, so as to expand the area of the second region and shrink the area of the first region until the first sliding operation stops or the area of the second region reaches a preset maximum range; wherein, the designated edge is located between the second region and the first region.
[0171] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the interactive control method for the aforementioned game: in response to a first trigger operation targeting the second region, expanding the area of the second region; during the process of expanding the area of the second region, the second region obscures part of the game scene in the first region; in the first region, the part of the game scene not obscured by the second region is displayed according to a first display format.
[0172] The processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the interactive control method for the aforementioned game: during the process of shrinking the area of the first region, a display layer of element identifiers is generated, and the element identifiers are controlled to be displayed on the first display layer according to a second display format; wherein, the display layer of the element identifiers is higher than the display layer of the game scene; in response to the area of the first region shrinking to a preset minimum range, the element identifiers are controlled to be displayed according to a third display format.
[0173] The aforementioned element identifiers include: element identifiers of object placement locations; the processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operation of the interactive control method of the aforementioned game: displaying the element identifier corresponding to the target game object on the element identifier of the object placement location.
[0174] The aforementioned element identifiers include only the element identifier of the selected game object; the processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the interactive control method of the aforementioned game: in the first area, determine the element identifier of the replaceable game object corresponding to the target game object, and display the element identifier of the replaceable game object in a fourth display format; in response to a trigger operation on the element identifier of the first game object among the replaceable game objects, control the element identifier of the first game object to be replaced and displayed as the element identifier of the target game object.
[0175] The aforementioned element identifiers include: the element identifier of the selected game object; the processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the interactive control method of the aforementioned game: responding to a first identifier trigger operation for the first element identifier in the first area, controlling the first element identifier to replace the element identifier of the object placement position, and controlling the game object corresponding to the first element identifier to be displayed in the second area.
[0176] The aforementioned element identifiers include: element identifiers of selected game objects; the processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the interactive control method of the aforementioned game: in response to a second identifier triggering operation targeting a second element identifier in the first area, controlling the second element identifier to move following the touch point of the second identifier triggering operation; in response to the second element identifier moving to a specified element identifier and the second identifier triggering operation ending, controlling the second element identifier to be displayed at the position of the specified element identifier; wherein, the specified element identifier includes: element identifiers of object placement positions, or element identifiers of selected game objects of a specified object type.
[0177] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations of the interactive control method for the aforementioned game: in response to a second trigger operation targeting the second region, shrinking the area of the second region, expanding the area of the first region, and displaying a game scene containing game elements in the expanded first region; wherein the game elements in the game scene match the element identifiers in the first region before the expansion of the first region.
[0178] The processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the interactive control method of the aforementioned game: in response to a second sliding operation starting from the second area, control the candidate game object in the second area to move following the operation touch point of the second sliding operation; during the execution of the second sliding operation, in response to the candidate game object located at the third specified position in the second area moving to the fourth specified position in the second area, shrinking the area range of the second area and expanding the area range of the first area.
[0179] The candidate game objects in the second area are displayed in the form of an object list; the processor in the electronic device can implement the following operation of the interactive control method of the game by executing machine-executable instructions: in response to a second sliding operation starting from the second area, the object list is controlled to scroll away from the first area; wherein, the touch point of the second sliding operation moves away from the first area; during the execution of the second sliding operation, in response to the candidate game object at a specified list position in the object list moving to the edge position of the second area, the area range of the second area is reduced and the area range of the first area is expanded; the edge position of the second area is adjacent to the first area.
[0180] The processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations of the interactive control method of the aforementioned game: in response to a second sliding operation acting on the edge position of the second region, the region range of the second region is reduced and the region range of the first region is expanded; wherein, the edge position of the region is adjacent to the first region; the touch point of the second sliding operation moves away from the first region; the second sliding operation and the edge position of the region are the starting point, or the second sliding operation passes through the edge position of the region.
[0181] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the interactive control method of the above-mentioned game.
[0182] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to achieve the following operations in the interactive control method of the aforementioned game: in response to a first trigger operation for the second area, the area range of the second area is expanded, the area range of the first area is reduced, and the element identifier of the game element is displayed in the reduced first area; in response to a selection operation for candidate game objects in the second area, the selected target game object is determined, and the element identifier in the first area is updated based on the target game object.
[0183] This method expands the area of the second region by triggering the operation, increases the amount of information displayed in the second region, and improves the efficiency of searching for game objects. At the same time, it can also update the element identifiers of the first region in real time based on the selected candidate game objects in the second region, allowing players to quickly search for game objects while also facilitating the viewing of selected game objects, thus enhancing the user's gaming experience.
[0184] The game scene described above includes a preset number of object placement positions; these object placement positions are used to: place selected game objects; display the object placement position itself when it is empty; if a selected game object is placed on an object placement position, display the object model of the placed selected game object on that position.
[0185] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to perform the following operations in the interactive control method of the aforementioned game: in response to a first sliding operation starting from the second area, control the candidate game object in the second area to move following the operation touch point of the first sliding operation; during the execution of the first sliding operation, in response to the second area, the candidate game object located at the first designated position moves to the second designated position in the second area, expanding the area of the second area and shrinking the area of the first area.
[0186] The candidate game objects in the second region are displayed in the form of an object list; the machine-executable instructions stored in the machine-readable storage medium can be executed to realize the following operations in the interactive control method of the game: in response to a first sliding operation starting from the second region and with the touch point moving towards the first region, the object list is controlled to scroll in the direction of the first region; during the execution of the first sliding operation, in response to the specified list position in the object list moving to the edge position of the second region, the area of the second region is expanded and the area of the first region is reduced; wherein, the area edge position is adjacent to the first region.
[0187] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to execute the following operations in the interactive control method of the aforementioned game: in response to a first sliding operation starting from the second area and with the touch point moving towards the first area, the touch point position of the first sliding operation is monitored; in response to the touch point position reaching outside the second area, the area range of the second area is expanded and the area range of the first area is reduced.
[0188] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to execute the following operations in the interactive control method of the aforementioned game: obtain the number of candidate game objects contained in the current page in the second area, and determine that the number of objects meets a preset number threshold.
[0189] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to achieve the following operations in the interactive control method of the aforementioned game: in response to a first sliding operation on the second region, control a designated edge of the second region to move following the operation touch point of the first sliding operation, so as to expand the area of the second region and shrink the area of the first region until the first sliding operation stops or the area of the second region reaches a preset maximum range; wherein, the designated edge is located between the second region and the first region.
[0190] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to execute the following operations in the interactive control method of the aforementioned game: in response to a first trigger operation targeting the second region, the area of the second region is expanded; during the expansion of the area of the second region, the second region obscures part of the game scene in the first region; in the first region, the part of the game scene not obscured by the second region is displayed according to a first display format.
[0191] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to execute the following operations in the interactive control method of the game: during the shrinking of the area of the first region, a display layer of element identifiers is generated, and the element identifiers are controlled to be displayed on the first display layer according to a second display format; wherein, the display layer of the element identifiers is higher than the display layer of the game scene; in response to the shrinking of the area of the first region to a preset minimum range, the element identifiers are controlled to be displayed according to a third display format.
[0192] The aforementioned element identifiers include: an element identifier for the object's placement location; and machine-executable instructions stored in the aforementioned machine-readable storage medium. By executing these machine-executable instructions, the following operation in the aforementioned game's interactive control method can be achieved: the element identifier corresponding to the control target game object is displayed on the element identifier for the object's placement location.
[0193] The aforementioned element identifiers include only: the element identifier of the selected game object; and the machine-executable instructions stored in the aforementioned machine-readable storage medium. By executing these machine-executable instructions, the following operations in the aforementioned game interaction control method can be implemented: in the first area, determining the element identifier of the replaceable game object corresponding to the target game object, and displaying the element identifier of the replaceable game object in a fourth display format; in response to a trigger operation targeting the element identifier of the first game object among the replaceable game objects, controlling the element identifier of the first game object to be replaced and displayed as the element identifier of the target game object.
[0194] The aforementioned element identifiers include: the element identifier of the selected game object; and the machine-executable instructions stored in the aforementioned machine-readable storage medium. By executing the machine-executable instructions, the following operations in the aforementioned game interaction control method can be realized: in response to a first identifier trigger operation for the first element identifier in the first area, the first element identifier is controlled to replace the element identifier of the object placement position, and the game object corresponding to the first element identifier is controlled to be displayed in the second area.
[0195] The aforementioned element identifiers include: an element identifier of a selected game object; and machine-executable instructions stored in the aforementioned machine-readable storage medium. By executing these machine-executable instructions, the following operations in the aforementioned game interaction control method can be implemented: in response to a second identifier triggering operation targeting a second element identifier in the first area, controlling the second element identifier to move following the touch point of the second identifier triggering operation; in response to the second element identifier moving to a specified element identifier and the second identifier triggering operation ending, controlling the second element identifier to be displayed at the position of the specified element identifier; wherein, the specified element identifier includes: an element identifier of the object placement position, or an element identifier of a selected game object of a specified object type.
[0196] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to achieve the following operations in the interactive control method of the aforementioned game: in response to a second trigger operation for the second region, the area range of the second region is reduced, the area range of the first region is expanded, and a game scene containing game elements is displayed in the expanded first region; wherein the game elements in the game scene match the element identifiers in the first region before the expansion of the first region.
[0197] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to achieve the following operations in the interactive control method of the aforementioned game: in response to a second sliding operation starting from the second area, control the candidate game object in the second area to move following the operation touch point of the second sliding operation; during the execution of the second sliding operation, in response to the candidate game object located at the third specified position in the second area moving to the fourth specified position in the second area, the area range of the second area is reduced and the area range of the first area is expanded.
[0198] The candidate game objects in the second region are displayed in the form of an object list; the machine-executable instructions stored in the machine-readable storage medium can be executed to realize the following operations in the interactive control method of the game: in response to a second sliding operation starting from the second region, the object list is controlled to scroll away from the first region; wherein, the touch point of the second sliding operation moves away from the first region; during the execution of the second sliding operation, in response to the candidate game object at a specified list position in the object list moving to the edge position of the second region, the area of the second region is reduced and the area of the first region is expanded; the edge position of the second region is adjacent to the first region.
[0199] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be used to execute the following operations in the interactive control method of the game: in response to a second sliding operation applied to the edge of the second region, the area of the second region is reduced and the area of the first region is expanded; wherein the edge of the region is adjacent to the first region; the touch point of the second sliding operation moves away from the first region; the second sliding operation is initiated at the edge of the region, or the second sliding operation passes through the edge of the region.
[0200] The computer program products of the game interaction control method, device, electronic device and storage medium provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0201] 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.
[0202] 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.
[0203] 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.
[0204] 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.
[0205] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for interactive control of a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including a first area and a second area; the first area displays a game scene containing game elements. The game elements include: selected game objects and / or object placement positions; the second area displays candidate game objects; the method includes: In response to a first trigger operation targeting the second region, the area of the second region is expanded, the area of the first region is reduced, and the element identifier of the game element is displayed in the reduced first region; In response to a selection operation for a candidate game object in the second region, the selected target game object is determined, and the element identifier in the first region is updated based on the target game object. The steps of expanding the area of the second region and shrinking the area of the first region in response to a first triggering operation targeting the second region include: In response to a first sliding operation originating from the second area, the candidate game object in the second area is controlled to move following the operation touch point of the first sliding operation; During the execution of the first sliding operation, in response to the second region, the candidate game object located at the first designated position moves to the second designated position in the second region, expanding the area of the second region and shrinking the area of the first region.
2. The method according to claim 1, characterized in that, The game scene includes a preset number of object placement locations; the object placement locations are used to: place selected game objects; The object placement location itself is displayed at the vacant object placement location; If the selected game object is placed at the object placement location, the object model of the selected game object is displayed at the object placement location.
3. The method according to claim 1, characterized in that, The candidate game objects in the second area are displayed as an object list; The steps of responding to a first triggering operation in the second region, expanding the area of the second region, and shrinking the area of the first region include: In response to a first sliding operation that starts from the second region and moves the touch point toward the first region, the object list is controlled to scroll in the direction of the first region. During the execution of the first sliding operation, in response to the specified list position in the object list moving to the edge position of the second region, the region range of the second region is expanded and the region range of the first region is reduced; wherein, the edge position of the region is adjacent to the first region.
4. The method according to claim 1, characterized in that, The steps of expanding the area of the second region and shrinking the area of the first region in response to a first triggering operation targeting the second region include: The response is a first sliding operation that starts from the second region and moves towards the first region, and the position of the touch point in the first sliding operation is monitored. In response to the contact point location extending beyond the second region, the area of the second region is expanded, and the area of the first region is reduced.
5. The method according to claim 1, characterized in that, Prior to the steps of expanding the area of the second region and shrinking the area of the first region in response to a first triggering operation targeting the second region, the method further includes: Obtain the number of candidate game objects contained in the current page of the second region, and determine that the number of objects meets a preset number threshold.
6. The method according to claim 1, characterized in that, The steps of expanding the area of the second region and shrinking the area of the first region in response to a first triggering operation targeting the second region include: In response to a first sliding operation on the second region, a designated edge of the second region is controlled to move following the operation touch point of the first sliding operation, so as to expand the area of the second region and shrink the area of the first region until the first sliding operation stops or the area of the second region reaches a preset maximum range; wherein, the designated edge is located between the second region and the first region.
7. The method according to claim 1, characterized in that, The steps of expanding the area of the second region and shrinking the area of the first region in response to a first triggering operation targeting the second region include: In response to a first trigger operation targeting the second region, the area of the second region is expanded; during the expansion of the area of the second region, the second region occludes part of the game scene in the first region; In the first area, the portion of the game scene not obscured by the second area is displayed according to the first display format.
8. The method according to claim 1, characterized in that, The step of displaying the element identifier of the game element in the scaled-down first area includes: During the process of shrinking the area of the first region, a display layer of the element identifier is generated, and the element identifier is controlled to be displayed on the first display layer according to the second display format; wherein, the display layer of the element identifier is higher than the display layer of the game scene; In response to the shrinking of the area of the first region to a preset minimum range, the element identifier is controlled to be displayed in a third display format.
9. The method according to claim 1, characterized in that, The element identifier includes: the element identifier of the object's placement location; The step of updating the display of element identifiers in the first area based on the target game object includes: controlling the element identifiers corresponding to the target game object to be displayed on the element identifiers at the object placement position.
10. The method according to claim 1, characterized in that, The element identifiers include only the element identifiers of the selected game objects; The step of updating the element identifiers in the first region based on the target game object includes: In the first area, the element identifier of the replaceable game object corresponding to the target game object is determined, and the element identifier of the replaceable game object is displayed in a fourth display format; In response to a trigger operation targeting the element identifier of the first game object in the replaceable game objects, control the element identifier of the first game object to be replaced and displayed as the element identifier of the target game object.
11. The method according to claim 1, characterized in that, The element identifier includes: the element identifier of the selected game object; the method further includes: In response to a first identifier trigger operation for a first element identifier in the first region, the system controls the first element identifier to be replaced by the element identifier of the object placement location, and controls the game object corresponding to the first element identifier to be displayed in the second region.
12. The method according to claim 1, characterized in that, The element identifier includes: the element identifier of the selected game object; the method further includes: In response to a second identifier trigger operation targeting a second element identifier in the first region, control the second element identifier to move following the touch point of the second identifier trigger operation; In response to the second element identifier moving to the specified element identifier and the second identifier triggering operation ending, the second element identifier is controlled to be displayed at the position of the specified element identifier; wherein, the specified element identifier includes: an element identifier of the object placement position, or an element identifier of a selected game object of a specified object type.
13. The method according to claim 1, characterized in that, After responding to a selection operation on candidate game objects in the second region, determining the selected target game object, and updating the element identifiers displayed in the first region based on the target game object, the method further includes: In response to a second trigger operation targeting the second region, the area of the second region is narrowed, the area of the first region is expanded, and a game scene containing game elements is displayed in the expanded first region; wherein the game elements in the game scene match the element identifiers in the first region before the expansion of the first region.
14. The method according to claim 13, characterized in that, The steps of responding to a second triggering operation targeting the second region, narrowing the area of the second region, and expanding the area of the first region include: In response to a second sliding operation originating from the second area, control the candidate game object in the second area to move following the operation touch point of the second sliding operation; During the execution of the second sliding operation, in response to the second area, the candidate game object located at the third designated position moves to the fourth designated position in the second area, thereby narrowing the area range of the second area and expanding the area range of the first area.
15. The method according to claim 13, characterized in that, The candidate game objects in the second area are displayed as an object list; The steps of responding to a second triggering operation in the second region, narrowing the area of the second region, and expanding the area of the first region include: In response to a second sliding operation originating from the second region, the object list is controlled to scroll away from the first region; wherein the touch point of the second sliding operation moves away from the first region. During the execution of the second sliding operation, in response to the candidate game object at a specified list position in the object list moving to the edge position of the second region, the region range of the second region is reduced and the region range of the first region is expanded; the region edge position is adjacent to the first region.
16. The method according to claim 13, characterized in that, The steps of responding to a second triggering operation targeting the second region, narrowing the area of the second region, and expanding the area of the first region include: In response to a second sliding operation applied to the edge of the second region, the region of the second region is reduced, and the region of the first region is expanded. Wherein, the edge of the region is adjacent to the first region; the touch point of the second sliding operation moves away from the first region; the second sliding operation starts at the edge of the region, or the second sliding operation passes through the edge of the region.
17. An interactive control device for a game, characterized in that, A graphical user interface is provided through a terminal device; the graphical user interface includes a first area and a second area; the first area displays a game scene containing game elements. The game elements include: selected game objects and / or object placement positions; the second area displays candidate game objects; the device includes: The first display module is configured to respond to a first trigger operation on the second region, expand the area of the second region, shrink the area of the first region, and display the element identifier of the game element in the shrunken first region; The second display module is used to respond to the selection operation of the candidate game object in the second area, determine the selected target game object, and update the element identifier in the first area based on the target game object; The first display module is also configured to respond to a first sliding operation starting from the second area, and control the candidate game object in the second area to move following the operation touch point of the first sliding operation; during the execution of the first sliding operation, in response to the candidate game object located at the first designated position in the second area, the candidate game object moves to the second designated position in the second area, thereby expanding the area range of the second area and shrinking the area range of the first area.
18. An electronic device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive control method of the game according to any one of claims 1-16.
19. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game as described in any one of claims 1-16.
Citation Information
Patent Citations
Method and device for selecting game object
CN110215687A