Method and device for controlling virtual object in game, electronic equipment and storage medium

CN117357898BActive Publication Date: 2026-09-29NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202311403259.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-10-26
Publication Date
2026-09-29
Estimated Expiration
2043-10-26

AI Technical Summary

Technical Problem

[0004]沙盘SLG游戏中,同一用户需要同时控制的虚拟对象较多,而且用户经常会指派虚拟对象去某地驻防,这些被指派的虚拟对象都有一定的应急行动能力(游戏行为),一般为主动进攻过往的敌对虚拟对象,但是,目前相关技术中,虚拟对象的应急行动能力较少单一,且被指派的虚拟对象的行为策略均为固定模式,用户无法调整被指派的虚拟对象的行为策略,导致用户整体的调兵遣将过程缺乏可把控度,可操作性较差

Benefits of technology

[0014]从上面所述可以看出,本申请提供的游戏中虚拟对象的控制方法、装置、电子设备及存储介质,响应于目标计划圈的创建指令,对所述目标计划圈设置策略控件;其中,所述目标计划圈中包括虚拟对象组,所述虚拟对象组包括至少一个虚拟对象,所述策略控件包括多个预设策略标签;响应于针对所述策略控件的策略选择操作,调整所述虚拟对象组的行为策略,并调整所述目标计划圈的显示形态,以使所述显示形态与调整后的所述行为策略相匹配;其中,所述行为策略用于决定所述虚拟对象组与敌对虚拟对象相遇时执行的游戏行为,从而可以使用户通过针对所述策略控件的策略选择操作来控制虚拟对象组的行为策略,保证控制虚拟对象组能够及时的在各个行为策略中来回切换,同时,当行为策略发生变化时,目标计划圈的显示形态也会发生变化,因此,通过该目标计划圈的显示形态可以便于我方或敌方用户直观的了解到虚拟对象组的实时行为策略,提升了用户对游戏内所有虚拟对象的宏观把控。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN117357898B_ABST
    Figure CN117357898B_ABST
Patent Text Reader

Abstract

The application provides a game virtual object control method and device, electronic equipment and storage medium, the method comprises the following steps: in response to the creation instruction of the target plan circle, the strategy control is set for the target plan circle; wherein the target plan circle comprises a virtual object group, the virtual object group comprises at least one virtual object, and the strategy control comprises a plurality of preset strategy labels; in response to the strategy selection operation for the strategy control, the behavior strategy of the virtual object group is adjusted, and the display form of the target plan circle is adjusted to match the adjusted behavior strategy; wherein the behavior strategy is used to determine the game behavior executed by the virtual object group when meeting an enemy virtual object, so that the user can control the behavior strategy of the virtual object group through the strategy selection operation for the strategy control, and ensure that the virtual object group can be switched between various behavior strategies in time.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for controlling virtual objects in a game. Background Technology

[0002] This section is intended to provide background or context for the embodiments of this application as set forth in the claims. The description herein is not intended to be a prior art simply because it is included in this section.

[0003] Sandbox SLG (Simulation Game) games typically refer to social strategy simulation video games where players use a large map with randomly placed points as the core activity space.

[0004] In sandbox SLG games, a single user needs to control a large number of virtual objects simultaneously, and the user often assigns virtual objects to garrison certain locations. These assigned virtual objects have certain emergency action capabilities (game behaviors), generally actively attacking past hostile virtual objects. However, in current related technologies, the emergency action capabilities of virtual objects are relatively limited and singular, and the behavioral strategies of assigned virtual objects are all fixed patterns. Users cannot adjust the behavioral strategies of assigned virtual objects, resulting in a lack of control over the user's overall troop deployment process and poor operability. Summary of the Invention

[0005] In view of this, the purpose of this application is to provide a method, device, electronic device and storage medium for controlling virtual objects in a game.

[0006] To achieve the above objectives, this application provides a method for controlling virtual objects in a game, which provides a graphical user interface for a target game via a terminal device, wherein the target game includes virtual objects located in the game scene; the method includes:

[0007] In response to the creation command of the target planning circle, a strategy control is set for the target planning circle; wherein, the target planning circle includes a virtual object group, the virtual object group includes at least one virtual object, and the strategy control includes multiple preset strategy labels;

[0008] In response to a strategy selection operation on the strategy control, the behavior strategy of the virtual object group is adjusted, and the display form of the target planning circle is adjusted so that the display form matches the adjusted behavior strategy; wherein, the behavior strategy is used to determine the game behavior to be performed when the virtual object group encounters an enemy virtual object.

[0009] Based on the same inventive concept, an exemplary embodiment of this application also provides a control device for virtual objects in a game, which provides a graphical user interface for a target game through a terminal device, wherein the target game includes virtual objects located in the game scene; the device includes:

[0010] The response module, in response to the creation command of the target planning circle, sets a strategy control for the target planning circle; wherein, the target planning circle includes a virtual object group, the virtual object group includes at least one virtual object, and the strategy control includes multiple preset strategy labels;

[0011] The adjustment module, in response to a strategy selection operation on the strategy control, adjusts the behavior strategy of the virtual object group and adjusts the display form of the target planning circle so that the display form matches the adjusted behavior strategy; wherein, the behavior strategy is used to determine the game behavior to be performed when the virtual object group encounters an enemy virtual object.

[0012] Based on the same inventive concept, an exemplary embodiment of this application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable by the processor, wherein the processor executes the program to implement the control method for virtual objects in a game as described above.

[0013] Based on the same inventive concept, an exemplary embodiment of this application also provides a non-transitory computer-readable storage medium storing computer instructions for causing a computer to execute the control method for virtual objects in a game as described above.

[0014] As can be seen from the above description, the game virtual object control method, device, electronic device, and storage medium provided in this application, in response to the creation instruction of the target planning circle, sets a strategy control for the target planning circle; wherein, the target planning circle includes a virtual object group, the virtual object group includes at least one virtual object, and the strategy control includes multiple preset strategy labels; in response to the strategy selection operation for the strategy control, the behavior strategy of the virtual object group is adjusted, and the display form of the target planning circle is adjusted so that the display form matches the adjusted behavior strategy; wherein, the behavior strategy is used to determine the game behavior executed when the virtual object group encounters an enemy virtual object, so that the user can control the behavior strategy of the virtual object group through the strategy selection operation for the strategy control, ensuring that the control of the virtual object group can switch back and forth between various behavior strategies in a timely manner. At the same time, when the behavior strategy changes, the display form of the target planning circle will also change. Therefore, through the display form of the target planning circle, it is convenient for both friendly and enemy users to intuitively understand the real-time behavior strategy of the virtual object group, improving the user's macro-control of all virtual objects in the game. Attached Figure Description

[0015] To more clearly illustrate the technical solutions in this application or related technologies, the drawings used in the description of the embodiments or related technologies will be briefly introduced below. Obviously, the drawings described below are only embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0016] Figure 1 This is a schematic diagram illustrating one application scenario of an embodiment of this application;

[0017] Figure 2 This is a flowchart illustrating a method for controlling virtual objects in a game, according to an embodiment of this application.

[0018] Figure 3 This is a schematic diagram of a game scene according to an embodiment of this application;

[0019] Figure 4 This is a schematic diagram of another game scene according to an embodiment of this application;

[0020] Figure 5 This is a schematic diagram illustrating the rotation of a pointer control according to an embodiment of this application;

[0021] Figure 6 This is a schematic diagram illustrating the stretching of a pointer control according to an embodiment of this application;

[0022] Figure 7 This is a schematic diagram illustrating the angle between a pointer control and the sliding direction according to an embodiment of this application.

[0023] Figure 8 This is a schematic diagram illustrating a strategy for determining the behavior of a virtual object group using a pointer control, according to an embodiment of this application.

[0024] Figure 9 This is a schematic diagram illustrating another strategy for determining the behavior of a virtual object group using a pointer control, according to an embodiment of this application.

[0025] Figure 10 This is a schematic diagram illustrating a behavior strategy for determining a virtual object group using multiple pointer controls, according to an embodiment of this application.

[0026] Figure 11 This is a schematic diagram illustrating the addition of a pointer control to a game scene according to an embodiment of this application;

[0027] Figure 12 This is a schematic diagram illustrating another embodiment of the present application of adding a pointer control to a game scene;

[0028] Figure 13 This is a schematic diagram illustrating one option for adding a pointer control type according to an embodiment of this application;

[0029] Figure 14 This is a schematic diagram of the structure of a control device for virtual objects in a game, according to an embodiment of this application.

[0030] Figure 15 This is a schematic diagram of the structure of a specific electronic device according to an embodiment of this application. Detailed Implementation

[0031] The principles and spirit of this application will now be described with reference to several exemplary embodiments. It should be understood that these embodiments are provided merely to enable those skilled in the art to better understand and implement this application, and are not intended to limit the scope of this application in any way. Rather, these embodiments are provided to make this application more thorough and complete, and to fully convey the scope of this application to those skilled in the art.

[0032] It should be noted that, unless otherwise defined, the technical or scientific terms used in the embodiments of this disclosure should have the ordinary meaning understood by one of ordinary skill in the art to which this disclosure pertains. The terms "first," "second," and similar terms used in the embodiments of this disclosure do not indicate any order, quantity, or importance, but are merely used to distinguish different components. Terms such as "comprising" or "including" mean that the element or object preceding the word encompasses the element or object listed following the word and its equivalents, without excluding other elements or objects. For example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or devices. Terms such as "connected" or "linked" are not limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. Terms such as "upper," "lower," "left," and "right" are used only to indicate relative positional relationships; when the absolute position of the described object changes, the relative positional relationship may also change accordingly. Furthermore, in the description of this application, unless otherwise stated, the term "multiple" refers to two or more. The term "and / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship.

[0033] According to the embodiments of this application, a method, system, electronic device, and storage medium for controlling virtual objects in a game are proposed.

[0034] It is understood that before using the technical solutions of the various embodiments in this application, users will be informed of the type, scope of use, and usage scenarios of the personal information involved in an appropriate manner, and user authorization will be obtained.

[0035] For example, upon receiving a user's active request, a prompt message is sent to the user to explicitly inform them that the requested operation will require the acquisition and use of the user's personal information. This allows the user to independently choose, based on the prompt message, whether to provide personal information to the software or hardware such as electronic devices, applications, servers, or storage media performing the operations described in this application.

[0036] As an optional but not limited implementation, in response to a user's active request, sending a prompt message to the user can be done via a pop-up window, where the prompt message can be presented in text format. Furthermore, the pop-up window can also include a selection control allowing the user to choose "agree" or "disagree" to provide personal information to the electronic device.

[0037] It is understood that the above notification and user authorization process is merely illustrative and does not limit the implementation of this application. Other methods that comply with relevant laws and regulations may also be applied to the implementation of this application.

[0038] In this article, it is important to understand that any number of elements in the accompanying figures is for illustrative purposes and not for limitation, and any naming is for distinction only and has no limiting meaning.

[0039] The principles and spirit of this application will be explained in detail below with reference to several representative embodiments. Invention Overview

[0041] Currently, in related technologies, the emergency response capabilities of virtual objects are limited and singular, and the behavioral strategies of assigned virtual objects are all fixed patterns. Users cannot adjust the behavioral strategies of assigned virtual objects, resulting in a lack of control over the overall deployment process and poor operability. For example, in a fleet strategy game, the virtual objects are mainly ships. Users can create multiple planning zones for different areas of the large map and assign multiple fleets to corresponding actions. However, because the planning zones are uniformly white, meaning there is only one behavioral strategy, there is a lack of substantial differentiation in actions. Users cannot intuitively observe the action status of ship units within each planning zone, leading to a lack of control over the overall deployment process. This hinders the ability to intuitively respond to real-time situations on the large map and negatively impacts the user experience.

[0042] To address the aforementioned problems, this application provides a method for controlling virtual objects in a game, specifically including:

[0043] In response to the creation command of the target planning circle, a strategy control is set for the target planning circle; wherein, the target planning circle includes a virtual object group, the virtual object group includes at least one virtual object, and the strategy control includes multiple preset strategy labels; in response to the strategy selection operation for the strategy control, the behavior strategy of the virtual object group is adjusted, and the display form of the target planning circle is adjusted so that the display form matches the adjusted behavior strategy; wherein, the behavior strategy is used to determine the game behavior executed when the virtual object group encounters an enemy virtual object, so that the user can control the behavior strategy of the virtual object group through the strategy selection operation for the strategy control, ensuring that the virtual object group can switch back and forth between various behavior strategies in a timely manner. At the same time, when the behavior strategy changes, the display form of the target planning circle will also change. Therefore, through the display form of the target planning circle, it is convenient for both friendly and enemy users to intuitively understand the real-time behavior strategy of the virtual object group, improve the user's macro-control of all virtual objects in the game, reduce the manpower and time costs caused by manual operation and visual observation, and improve the user's operating experience.

[0044] After introducing the basic principles of this application, the various non-limiting embodiments of this application will be described in detail below.

[0045] Application Scenarios Overview

[0046] In specific application scenarios, the virtual object control method in this application can be applied to various game systems. Optionally, the game system can be a sandbox SLG (Simulation Game) system. As an example, see [reference]. Figure 1 This application scenario includes at least one server 102 and at least one terminal 101. Terminal devices include, but are not limited to, desktop computers, mobile phones, mobile computers, tablets, media players, smart wearable devices, personal digital assistants (PDAs), or other electronic devices capable of performing the aforementioned functions. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. The server and terminal can communicate via a network to transmit data. The network can be a wired network or a wireless network; this application does not specifically limit its use.

[0047] The server can be a server that provides various services. Specifically, the server can be used to provide background services for applications running on the terminal. Optionally, in some implementations, the control method for virtual objects in the game provided in this application embodiment can be executed by the terminal device. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or as a single server. When the server is software, it can be implemented as multiple software programs or software modules (e.g., software programs or software modules used to provide distributed services), or as a single software program or software module. This application embodiment does not specifically limit this.

[0048] Optionally, the aforementioned wireless or wired networks use standard communication technologies and / or protocols. The network is typically the Internet, but can be any network, including but not limited to local area networks (LANs), metropolitan area networks (MANs), wide area networks (WANs), mobile, wired or wireless networks, private networks, or any combination of virtual private networks. In some embodiments, technologies and / or formats including Hypertext Markup Language (HTML), Extensible Markup Language (XML), etc., are used to represent data exchanged over the network. Furthermore, conventional encryption technologies such as Secure Socket Layer (SSL), Transport Layer Security (TLS), Virtual Private Network (VPN), and Internet Protocol Security (IPsec) can be used to encrypt all or some links. In other embodiments, customized and / or dedicated data communication technologies can be used to replace or supplement the aforementioned data communication technologies.

[0049] The following describes a method for controlling virtual objects in a game according to an exemplary embodiment of this application, using specific application scenarios. It should be noted that the above application scenarios are shown only to facilitate understanding of the spirit and principles of this application, and the embodiments of this application are not limited in any way. Rather, the embodiments of this application can be applied to any applicable scenario.

[0050] It should be understood that, although Figure 2The steps in the flowchart are shown sequentially as indicated by the arrows, but these steps are not necessarily executed in the order indicated by the arrows. Unless otherwise specified herein, there is no strict order in which these steps are executed, and they can be performed in other orders. Figure 2 At least some of the steps in the process may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these sub-steps or stages is not necessarily sequential, but can be executed in turn or alternately with other steps or at least some of the sub-steps or stages of other steps.

[0051] Exemplary methods

[0052] refer to Figure 2 This application provides a method for controlling virtual objects in a game. The executing entity of this method can be, but is not limited to, a server or a terminal device. The method provides a graphical user interface for a target game via a terminal device. The target game includes virtual objects located in the game scene. The method includes the following steps:

[0053] S101, in response to the creation instruction of the target planning circle, a strategy control is set for the target planning circle; wherein, the target planning circle includes a virtual object group, the virtual object group includes at least one virtual object, and the strategy control includes multiple preset strategy labels.

[0054] In specific implementation, this method provides the graphical user interface (GUI) of the target game through a terminal device. This terminal device can be any device that can provide a GUI, such as a mobile phone, computer, game console, or VR device. The target game includes virtual objects located in the game scene. Optionally, in this embodiment, the virtual objects mainly refer to virtual objects within the game controlled by the player. For example, the virtual object could be a virtual spaceship in space within the game. Figure 2 Alternatively, it could be a virtual ship sailing on water in a game, for example. Figure 3Or other virtual objects, without limitation. To facilitate user control of a specific area in the game, users can create a planning circle in the game scene. The planning circle is generally a certain area within the game scene, and users can use the planning circle to control the virtual objects within that area as a whole. To better adjust the behavior strategy of the virtual objects within the planning circle, when a creation instruction for a target planning circle is received, a strategy control is set for that target planning circle. Optionally, the target planning circle is the planning circle currently created by the user. This target planning circle includes a group of virtual objects, and the virtual object group includes at least one virtual object, i.e., the virtual object group includes one or more virtual objects. The strategy control includes multiple preset strategy labels. Optionally, each strategy label represents an execution strategy. The strategy control allows users to easily adjust the execution strategy of the virtual object group in the target planning circle.

[0055] In some embodiments, the specific display format of the preset strategy tags can be set as needed and is not limited thereto. The specific number of preset strategy tags can be set as needed; generally, the number of behavioral strategies set in a game is the same as the number of preset strategy tags, and each preset strategy tag corresponds to one behavioral strategy. (Reference) Figure 3 and Figure 4 These represent the strategy controls corresponding to two different planning circles. Each strategy control includes four preset strategy labels: Valiant, Neutral, Idle, and Vigilant. Optionally, users can set the specific number and types of preset strategy labels as needed.

[0056] S102, in response to the strategy selection operation for the strategy control, adjust the behavior strategy of the virtual object group and adjust the display form of the target planning circle so that the display form matches the adjusted behavior strategy; wherein, the behavior strategy is used to determine the game behavior to be performed when the virtual object group encounters an enemy virtual object.

[0057] In specific implementation, after setting a strategy control for the target planning circle, the behavior strategy of the virtual object group included in the target planning circle can be adjusted through this strategy control. That is, when a strategy selection operation is received for the strategy control, the behavior strategy of the virtual object group is adjusted, and the display form of the target planning circle is adjusted. Optionally, the strategy selection operation can be a selection operation for a preset strategy label. Optionally, the display form of the target planning circle can change according to the behavior strategy adjustment, so that opposing users in the game can understand the behavior strategy corresponding to the planning circle through the display form of the planning circle. Optionally, the behavior strategy is used to determine the game behavior to be executed when the virtual object group encounters an opposing virtual object. Here, the opposing virtual object can be a virtual object controlled by the opposing user in the game, or it can be an AI virtual object that comes with the game itself, without limitation.

[0058] In some embodiments, the strategy selection operation for the strategy control can be set as needed. For example, the strategy selection operation can be performed directly by clicking a preset strategy label, that is, clicking a preset label among multiple preset strategy labels sets the execution strategy of the virtual object group to the execution strategy corresponding to that preset label. (See reference...) Figure 3 Clicking (selecting) the "Brave" tab at the top will change the corresponding execution strategy to "Brave". Optionally, you can also perform a strategy selection operation by rotating the preset strategy tab; see reference [link / reference]. Figure 4 , Figure 4 Preset strategy tags and Figure 3 It rotates counterclockwise and then adjusts the corresponding execution strategy according to the preset strategy label (Warning) at the top.

[0059] In some embodiments, behavioral strategies may include neutrality, bravery, vigilance, and inactivity. Neutrality means not actively attacking the enemy, but selectively responding to attacks based on the enemy's strength. Bravery means actively attacking any enemy that appears within the planning circle (the area where the virtual object group is located). Vigilance means retreating to the base any time an enemy appears within the planning circle. Inactivity means not performing any actions, and not retaliating even if the ship is destroyed.

[0060] In some embodiments, when a user adjusts the behavior strategy of a virtual object group using the strategy control, the display appearance of the target planning circle also changes accordingly. Simultaneously, the changed display appearance of the target planning circle is shown in the game interfaces of both the user making the strategy adjustment and the opposing user. For example, when the display color of a target planning circle is changed to red according to the virtual object group's behavior strategy, the target planning circle will appear red in the game interfaces of both the user making the strategy adjustment and the opposing user. All users can learn from the tutorial or game experience that a red target planning circle indicates that the behavior strategy of the virtual object group within that target planning circle is "Brave". Optionally, in some embodiments, the strategy control generally only appears in the game interface of the user making the strategy adjustment and not in the game interface of the opposing user.

[0061] In some embodiments, after adjusting the display form of the target planning circle, the strategy control can remain in the game interface of the user currently making the strategy adjustment, so that the user can adjust the behavior strategy corresponding to the target planning circle as needed. Alternatively, the strategy control can be hidden in the game interface of the user currently making the strategy adjustment after a preset time, until the user triggers a strategy control refresh command, at which point the strategy control is redisplayed. Optionally, the refresh command can be set as needed, for example, it can be a click or swipe operation by the user on the target planning circle, and there is no limitation thereto.

[0062] In some embodiments, the behavior strategy of the virtual object group can be determined by different pointer directions. Optionally, multiple preset directions can be preset, and each preset direction corresponds to a behavior strategy. For example, "up" and "down" can be set as preset directions, and when the pointer direction of the pointer control is "up", the behavior strategy of the virtual object group is determined to be "brave"; when the pointer direction of the pointer control is "up", the behavior strategy of the virtual object group is determined to be "vigilant".

[0063] In some embodiments, the strategy control further includes a pointer control; in response to a strategy selection operation on the strategy control, adjusting the behavior strategy of the virtual object group specifically includes:

[0064] In response to a control operation on the pointer control, the display mode of the pointer control is adjusted;

[0065] The behavior strategy of the virtual object group is adjusted based on the adjusted display form of the pointer control and the multiple preset strategy labels.

[0066] In practical implementation, to facilitate the adjustment of the behavior strategy of the virtual object group, in some embodiments, a pointer control is set at the corresponding position of the strategy control. This corresponding position can be set as needed and is not limited thereto. For example, in example 8, the starting point of the pointer control is set at the center of the strategy control. Optionally, the virtual pointer can also be set at the edge of the strategy control; there is no specific limitation. It should be noted that the style of the pointer control provided in the accompanying drawings of this embodiment is for reference only, and the styles of all other pointer controls that can indicate direction are within the protection scope of this application.

[0067] After setting virtual pointer controls at the corresponding positions in the strategy controls, the display form of the pointer controls can be changed by the user's control operations on the pointer space, thereby adjusting the behavior strategy of the virtual object group. Optionally, the display form of the pointer controls can include various display forms such as pointer direction, control size, control length, and control color. Optionally, control operations can include user click control operations, press control operations, voice control operations, etc. When a user's control operation on the pointer control is received, the display form of the pointer control can be adjusted according to the control operation. Optionally, the user's control operation on the pointer control can be a touch control operation issued directly by the user through the touch screen, or a control operation issued by the user through peripheral devices (such as a mouse, microphone, game controller, etc.), or a control operation issued by the user through gestures in the VR device; there is no limitation on this.

[0068] To accurately adjust the display form of the pointer control based on a sliding operation, in some embodiments, the control operation includes a sliding operation; in response to the control operation on the pointer control, adjusting the display form of the pointer control specifically includes:

[0069] Obtain the target direction of the sliding operation;

[0070] In response to determining that the minimum angle between the target direction and the pointer control is greater than a preset threshold, the display form of the pointer control is adjusted to rotate and change.

[0071] In response to determining that the minimum angle between the target direction and the pointer control is less than or equal to a preset threshold, the display form of the pointer control is adjusted to expand or shrink.

[0072] In practice, adjusting the display form of the pointer control via a sliding operation requires first determining the target direction of the sliding operation, i.e., the sliding direction. Then, when the minimum angle between the target direction and the pointer control is greater than a preset threshold, the display form of the pointer control is adjusted by rotation. (Refer to...) Figure 5 When the minimum angle between the target direction and the pointer control is less than or equal to a preset threshold, the display shape of the pointer control is adjusted to scale. Figure 6 It should be noted that the minimum angle between the target direction and the pointer control generally refers to the angle between two intersecting line segments in a plane, where either the line segments are perpendicular or have two distinct angles. When there are two angles between two intersecting line segments, one is acute and the other is obtuse. Here, our minimum angle refers to either an acute or right angle between the two intersecting line segments. (Reference) Figure 7 The target direction of the sliding operation is the direction of the dashed arrow. This target direction forms two angles A and B with the virtual control. Obviously, the smallest angle here is angle A.

[0073] In some embodiments, the behavior strategy for determining the virtual object group is adjusted based on the adjusted display form of the pointer control and the plurality of preset strategy labels, specifically including:

[0074] The pointer direction of the pointer control is determined based on the adjusted display form of the pointer control; wherein, the display state of the pointer control includes the pointer direction;

[0075] The target preset strategy label is determined from the plurality of preset strategy labels based on the pointer direction;

[0076] The behavior strategy of the virtual object group is determined based on the target preset strategy label; wherein, different preset strategy labels correspond to different behavior strategies.

[0077] In a specific implementation, to further facilitate users in accurately adjusting the behavior strategy of virtual object groups, during the operation process, a target preset behavior strategy label can be determined from the plurality of preset behavior strategy labels based on the pointer direction. For example, the preset behavior strategy label pointed to by the pointer can be determined as the target preset behavior strategy label, and then the behavior strategy of the virtual object group can be determined based on the target preset behavior strategy label. (Reference) Figure 8 This is a schematic diagram illustrating a strategy for determining the behavior of a virtual object group using a pointer control, according to an embodiment of this application. Figure 8 The CCP has four preset behavioral strategy labels: valiant, neutral, vigilant, and idle. The current pointer is pointing to valiant, therefore, it indicates that the behavioral strategy of the current virtual object group is valiant.

[0078] To better distinguish between different virtual object groups, in some embodiments, the strategy control further includes a virtual object representative control, which is used to represent the form of the virtual objects in the virtual object group, and the number of virtual object representative controls is less than or equal to the number of virtual objects included in the virtual object group.

[0079] In some embodiments, all virtual objects included in the target plan circle can be collectively referred to as a virtual object group. After a virtual object group is determined, the user can also add or remove virtual objects from the current virtual object group through operations. In some embodiments, a single virtual object can also be a virtual object group.

[0080] In some embodiments, adjusting the display format of the target planning circle specifically includes:

[0081] Adjust the display color of the target planning circle;

[0082] The display format includes display color, with different display colors representing different execution strategies.

[0083] In practical implementation, to facilitate user identification of different behavior strategies, the display color of the plan circle can be adjusted so that different behavior strategies correspond to different colors, thereby better reminding the user of the behavior strategy of the current virtual object group. Optionally, the color corresponding to each behavior strategy can be set as needed, and there is no limitation thereto. Optionally, in some embodiments, to better distinguish between different behavior strategies, the colors of different preset behavior strategy labels can be different, and the color of the plan circle corresponding to the virtual object group can be the same as the color of the preset behavior strategy label corresponding to the current behavior strategy. (Reference) Figure 9 The current pointer is pointing towards "Brave," therefore, the color of the current plan circle is the same as the color of the "Brave" label. Optionally, in addition to the display color, the display format of the target plan circle can also include other display formats, such as the display texture of the area where the plan circle is located, or the line shape of the edge of the plan circle, etc. These display formats can help users distinguish the execution strategies of the virtual object group corresponding to the plan circle.

[0084] To facilitate the current user's identification of the execution strategy corresponding to the target plan circle, in some embodiments, after responding to a strategy selection operation on the strategy control, the method further includes:

[0085] Adjust the display format of the strategy control.

[0086] In practice, the display form of the strategy control can be a variety of changes such as shape, size, and color, and different displays correspond to different execution strategies.

[0087] In some embodiments, the strategy control further includes a control body corresponding to the target planning circle, and different preset strategy labels have different colors; adjusting the display form of the strategy control based on the behavior strategy of the virtual object group specifically includes:

[0088] Based on the strategy selection operation, a target preset strategy label is determined from multiple preset strategy labels, and the color of the target preset strategy label is determined;

[0089] The display color of the control body is adjusted based on the color of the target preset strategy label; wherein, the display form includes the display color.

[0090] In practical implementation, to make it easier for users to intuitively identify the execution plan corresponding to the current strategy control, the display color of the control body can be made consistent with the color of the preset strategy label corresponding to the current execution strategy. Optionally, in some embodiments, the display shape of the control body can be set as needed, for example, set to a square, rectangle, circle, ellipse, etc. Optionally, the display shape of the control body can be set according to the shape of the target plan circle; for example, the display shape of the control body can be the same as or similar to the shape of the target plan circle. The position of the control body can be set at the center of the target plan circle or at other positions within the target plan circle, without limitation. In some embodiments, the preset strategy label can be set in the edge area of ​​the control body and evenly distributed around the control body, and the pointer control can be set in the middle area of ​​the control body, specifically, the tail of the pointer control can be located at the center of the control body. Reference Figure 9 ,in, Figure 9 The control body is elliptical, with four preset strategy labels located at the top, bottom, left, and right edges of the control body. The pointer control is located in the center of the control body, with its starting part (tail) at the center. Optionally, when the pointer control is slid by the user, it can be stretched or rotated around its starting point.

[0091] In some embodiments, after adjusting the behavior strategy of the virtual object group based on the adjusted display form of the pointer control and the plurality of preset strategy labels, the method further includes:

[0092] The length of the pointer control is determined based on the adjusted display form of the pointer control; wherein, the display state of the pointer control includes the control length;

[0093] The strength level of the behavior strategy of the virtual object group is determined based on the length of the control; wherein different control lengths correspond to different strength levels.

[0094] In specific implementations, in some embodiments, the strength level of the behavior strategy of the virtual object group can be adjusted by adjusting the control length of the pointer control. This strength level can be set as needed and is not limited. For example, the strength level can be set to medium, high, and low, each corresponding to a different control length. Optionally, the strength level of the behavior strategy can be continuously increased as the control length increases. For example, a neutral behavior strategy can be set including low-level neutral, medium-level neutral, and high-level neutral. Low-level neutral means that when the enemy's combat power is greater than a first preset combat power, the virtual object actively attacks the enemy; medium-level neutral means that when the enemy's combat power is greater than a second preset combat power, the virtual object actively attacks the enemy; high-level neutral means that when the enemy's combat power is greater than a third preset combat power, the virtual object actively attacks the enemy. The first preset combat power is less than the second preset combat power, which is less than the third preset combat power.

[0095] In some embodiments, the bravery behavior strategy can be divided into low-level bravery, medium-level bravery, and high-level bravery. Low-level bravery means that when an enemy appears in the first area where the virtual object group is located, the virtual object actively attacks the enemy. Medium-level neutrality means that when an enemy appears in the second area where the virtual object group is located, the virtual object actively attacks the enemy. High-level neutrality means that when an enemy appears in the third area where the virtual object group is located, the virtual object actively attacks the enemy. The first area is smaller than the second area, which is smaller than the third area.

[0096] To provide users with more control options, in some embodiments, the corresponding pointer controls of the strategy control are multiple, with different pointer controls corresponding to different adversary virtual objects. It should be noted that these different adversary virtual objects can be virtual objects controlled by different player users; for example, different adversary virtual objects include virtual objects controlled by player user A and virtual objects controlled by player user B. They can also be different types of virtual objects; for example, different adversary virtual objects include type C virtual objects and type D virtual objects. Each pointer control corresponds to one adversary virtual object, allowing users to configure different behavior strategies for different adversary virtual objects, further improving the precision control of virtual object groups.

[0097] refer to Figure 10 This is a schematic diagram illustrating a behavior strategy for determining a virtual object group using multiple pointer controls, according to an embodiment of this application. Figure 10 There are two pointer controls, each corresponding to a type of hostile virtual object. Assuming the pointer to the "Brave" behavior strategy corresponds to type A hostile virtual object, and the "Vigilant" behavior strategy corresponds to type B hostile virtual object, then... Figure 10The virtual object group (spaceship fleet) will actively attack when it encounters a Class A hostile virtual object, and will choose to retreat back to its base when it encounters a Class B hostile virtual object.

[0098] To facilitate user adjustment of the number of pointer controls, in some embodiments, the method further includes:

[0099] In response to a first target operation that adds a first target pointer control to the strategy control, the first target pointer control is added at the corresponding position of the strategy control;

[0100] In response to a second target operation that eliminates the second target pointer control for the strategy control, the second target pointer control is deleted at the corresponding position of the strategy control; wherein the second target pointer control is any one of the pointer controls included in the strategy control.

[0101] In practice, the addition or deletion of pointer controls at corresponding positions within the strategy control can be achieved through the user's first and second target actions, providing users with more flexible operational space. Optionally, a pointer control can be set by default at the corresponding position of the strategy control. Users can then add other pointer controls to implement different behavioral strategies for different adversary virtual objects. Furthermore, when users no longer need to set up individual contingency plans for a specific adversary virtual object, they can delete the pointer control corresponding to that adversary virtual object at the corresponding position of the strategy control. It should be noted that both the first and second target actions can be set as needed and are not limited in this regard.

[0102] In some embodiments, the first target operation includes:

[0103] The operation of moving the first target pointer control from the specified area to the corresponding position of the strategy control;

[0104] The designated area includes multiple preset pointer controls, and different preset pointer controls correspond to different hostile virtual objects. The first target pointer control is any one of the multiple preset pointer controls.

[0105] In specific implementations, in some embodiments, the game scene also includes a designated area, within which multiple preset pointer controls are displayed, each corresponding to a different enemy virtual object. When the game scene includes a designated area, the user can add pointer controls by dragging the preset pointer controls within the designated area to the corresponding position of the strategy control. That is, adding pointer controls can be achieved by moving the first target pointer control from the designated area to the corresponding position of the strategy control. Optionally, for ease of differentiation, different preset pointer controls can have different display forms; for example, different colors can be set for different preset pointer controls. To enable users to intuitively understand the enemy virtual object corresponding to each preset pointer control, a text prompt label can be set at the corresponding position of each preset pointer control to indicate the enemy virtual object corresponding to that preset pointer control. Optionally, an enemy virtual object identifier can also be set at the corresponding position of each preset pointer control to indicate different enemy virtual objects. Optionally, the enemy virtual object identifier can be set as needed; for example, the enemy player's avatar can be used as the identifier, or the virtual image of the enemy virtual object can be used as the identifier; there is no limitation on this. Optionally, users can also set or modify the opposing virtual object corresponding to the preset pointer control within a specified area through operation.

[0106] refer to Figure 11 This is a schematic diagram illustrating the addition of a pointer control to a game scene according to an embodiment of this application. Figure 11 The designated area on the left includes three preset pointer controls, with the preset pointer control in the middle being the first selected target pointer control. Figure 11 The process of the first target operation is shown from top to bottom.

[0107] In some embodiments, the first target operation includes:

[0108] Triggering the target window at the corresponding position of the strategy control, and determining the hostile virtual object corresponding to the first target pointer control in the target window;

[0109] The target window is used to set the hostile virtual object corresponding to the first target pointer control.

[0110] In practice, the triggering operation for the target window can be configured as needed and is not limited. For example, the triggering operation for the target window could be a long press operation by the user on the touch screen, or a right-click operation by the user via the mouse. When a triggering operation for the target window is received at the corresponding position of the strategy control, the target window can be displayed in the game scene. The user can then further select the adversary virtual object corresponding to the first target pointer control in the target window, thereby completing the addition of the pointer control at the corresponding position of the strategy control.

[0111] refer to Figure 12 This diagram illustrates adding a pointer control to a game scene according to an embodiment of this application. The corresponding position of the strategy control is its center, i.e., the tail of the pointer control. When a long-press operation (trigger operation) is received at the corresponding position of the strategy control, a target window is displayed near the long-press operation. This target window prompts the user whether to add a new pointer control. When the user clicks the "Yes" button, a new pointer control can be directly generated at the corresponding position of the strategy control. Alternatively, after the user clicks the "Yes" button, a window can be further displayed where the user can select the opposing virtual object corresponding to the pointer control. (See reference...) Figure 13 This is a schematic diagram illustrating one method of selecting and adding a pointer control type according to an embodiment of this application. Different pointer control types correspond to different adversary virtual objects. Once the user determines which adversary virtual object's pointer control to add, they can directly... Figure 13 In the window shown, where you can select the pointer control type, click the corresponding pointer control to add that type of pointer control. For example, when the user selects the pointer control corresponding to the adversary virtual object B, they can get the following... Figure 10 The results are shown. Optionally, after adding a new first target pointer control, the user can still adjust its display appearance by sliding the first target pointer control, further enabling adjustments to the behavior strategy. Specific adjustment methods can refer to any of the sliding operations in the above embodiments, and will not be elaborated further.

[0112] In some embodiments, the second target operation includes:

[0113] The operation of moving the second target pointer control from the corresponding position of the strategy control to the specified area.

[0114] In practice, to facilitate user operation and maximize the functionality of the designated area, when a user wants to delete the second target pointer control in the virtual object group, they simply move (drag) the second target pointer control from its corresponding position in the strategy control to the designated area, thereby completing the deletion of the second target pointer control. (Reference) Figure 11When a user wants to delete the second target pointer control, they can perform an action similar to... Figure 11 Operations in the opposite direction, i.e. Figure 11 In the middle, from bottom to top, the second target pointer control is deleted at the corresponding position of the strategy control.

[0115] In some embodiments, the second target operation includes:

[0116] The operation of triggering the deletion window at the corresponding position of the second target pointer control, and the confirmation deletion operation performed in the deletion window.

[0117] In practice, when the game scene does not include the designated area, the user can also display a delete window by long-pressing the second target pointer control, and then click "confirm delete" in the delete window to complete the deletion of the second target pointer control. It should be noted that adding the step of displaying the delete window is mainly to prevent the user from accidentally deleting a pointer control. Of course, in some embodiments, to quickly delete the pointer control, the delete control may not be displayed, and the deletion action can be completed directly through some operation on the second target pointer control. For example, the second target pointer control can be deleted directly by long-pressing it; this is not limited to this method.

[0118] To achieve the merging of behavioral strategies of multiple hostile virtual objects, in some embodiments, the method further includes:

[0119] In response to the overlap of multiple pointer controls included in the strategy control, the overlapping pointer controls are merged, and the adversary virtual object corresponding to the merged pointer control is determined based on the adversary virtual object corresponding to each pointer control in the multiple pointer controls.

[0120] In practical implementation, considering situations where users want to execute different behavior strategies for two hostile virtual objects, A and B, two pointer controls are added to the virtual object group to correspond to A and B respectively. However, when users want to execute the same behavior strategy for both hostile virtual objects A and B, they need to adjust the pointer controls corresponding to A and B separately. If there are more than two or even many types of hostile virtual objects that want to execute the same behavior strategy, this will undoubtedly increase the complexity of user operations, and it will be difficult for users to ensure that the display appearance of multiple pointer controls is completely consistent. Therefore, in this embodiment, users can first merge multiple pointer controls. After merging, the multiple pointer controls become one pointer control. Then, users can use this merged pointer control to adjust the behavior strategies of multiple hostile virtual objects corresponding to multiple pointer controls and ensure consistency.

[0121] It should be noted that overlapping of multiple pointer controls can mean that the overlapping portion of the multiple pointer controls is greater than a preset threshold, or that the multiple pointer controls completely overlap; there is no limitation on this. Based on the adversary virtual objects corresponding to each of the multiple pointer controls, the adversary virtual objects corresponding to the merged pointer control are determined. Therefore, the adversary virtual objects corresponding to the merged pointer control can be directly identified as all the adversary virtual objects corresponding to the multiple pointer controls.

[0122] The method for controlling virtual objects in a game provided in this application provides a graphical user interface of a target game through a terminal device. The target game includes virtual objects located in the game scene. The method responds to a creation command for a target planning circle by setting a strategy control for the target planning circle. The target planning circle includes a group of virtual objects, each group containing at least one virtual object. The strategy control includes multiple preset strategy labels. Responding to a strategy selection operation on the strategy control, the method adjusts the behavior strategy of the virtual object group and adjusts the display form of the target planning circle to match the adjusted behavior strategy. The behavior strategy determines the game behavior executed when the virtual object group encounters an enemy virtual object. This allows the user to control the behavior strategy of the virtual object group through strategy selection operations on the strategy control, ensuring that the virtual object group can switch between various behavior strategies in a timely manner. Furthermore, when the behavior strategy changes, the display form of the target planning circle also changes. Therefore, the display form of the target planning circle allows both friendly and enemy users to intuitively understand the real-time behavior strategy of the virtual object group, improving the user's macro-level control over all virtual objects in the game.

[0123] Furthermore, in related technologies, players cannot intuitively preview the actions of multiple ship fleets within multiple planning zones. This application addresses this issue by modifying the original, generalized planning zone display, distinguishing it into various different response strategy modes. Players can selectively change the feature mode of the planning zone in real time based on the nature of the ship's actions, thereby synchronously changing the counter-strategy of the warship fleet within the planning zone. This achieves a semi-automatic strategy extension, significantly reducing the manpower and time costs associated with manual operation and visual observation. Simultaneously, the solution described above resolves the problem of players struggling to uniformly manage all ship units within planning zones in endless Lagrange multiplayer. By uniformly filtering and deploying fleet units according to the planning zone strategy mode on the left, players can intuitively see which ship fleets require active attention, allowing them to allocate more effort to better handle unexpected events on the large map and improving overall control over their own ship units within the game.

[0124] Exemplary device

[0125] Based on the same inventive concept, corresponding to any of the above embodiments, this application also provides a control device for virtual objects in a game. This device provides a graphical user interface for a target game through a terminal device, wherein the target game includes virtual objects located in the game scene.

[0126] refer to Figure 14 The control device for the virtual objects in the game includes:

[0127] The response module 201, in response to the creation instruction of the target planning circle, sets a strategy control for the target planning circle; wherein, the target planning circle includes a virtual object group, the virtual object group includes at least one virtual object, and the strategy control includes multiple preset strategy labels;

[0128] The adjustment module 202, in response to the strategy selection operation for the strategy control, adjusts the behavior strategy of the virtual object group and adjusts the display form of the target planning circle so that the display form matches the adjusted behavior strategy; wherein, the behavior strategy is used to determine the game behavior to be performed when the virtual object group encounters an enemy virtual object.

[0129] In some embodiments, the strategy control further includes a pointer control; the adjustment module 202 is specifically used for:

[0130] In response to a control operation on the pointer control, the display mode of the pointer control is adjusted;

[0131] The behavior strategy of the virtual object group is adjusted based on the adjusted display form of the pointer control and the multiple preset strategy labels.

[0132] In some embodiments, the adjustment module 202 is specifically used for:

[0133] The pointer direction of the pointer control is determined based on the adjusted display form of the pointer control; wherein, the display state of the pointer control includes the pointer direction;

[0134] The target preset strategy label is determined from the plurality of preset strategy labels based on the pointer direction;

[0135] The behavior strategy of the virtual object group is determined based on the target preset strategy label; wherein, different preset strategy labels correspond to different behavior strategies.

[0136] In some embodiments, the device further includes a strength module for:

[0137] The length of the pointer control is determined based on the adjusted display form of the pointer control; wherein, the display state of the pointer control includes the control length;

[0138] The strength level of the behavior strategy of the virtual object group is determined based on the length of the control; wherein different control lengths correspond to different strength levels.

[0139] In some embodiments, the display format of the pointer control includes the control length and pointer direction.

[0140] In some embodiments, the control operation includes a sliding operation; the adjustment module 202 is specifically used for:

[0141] Obtain the target direction of the sliding operation;

[0142] In response to determining that the minimum angle between the target direction and the pointer control is greater than a preset threshold, the display form of the pointer control is adjusted to rotate and change.

[0143] In response to determining that the minimum angle between the target direction and the pointer control is less than or equal to a preset threshold, the display form of the pointer control is adjusted to expand or shrink.

[0144] In some embodiments, there are multiple pointer controls at the corresponding positions of the strategy control, and different pointer controls correspond to different adversary virtual objects.

[0145] In some embodiments, the apparatus further includes an add / delete module, configured to:

[0146] In response to a first target operation that adds a first target pointer control to the strategy control, the first target pointer control is added at the corresponding position of the strategy control;

[0147] In response to a second target operation that eliminates the second target pointer control for the strategy control, the second target pointer control is deleted at the corresponding position of the strategy control; wherein the second target pointer control is any one of the pointer controls included in the strategy control.

[0148] In some embodiments, the first target operation includes:

[0149] The operation of moving the first target pointer control from the specified area to the corresponding position of the strategy control;

[0150] The designated area includes multiple preset pointer controls, and different preset pointer controls correspond to different hostile virtual objects. The first target pointer control is any one of the multiple preset pointer controls.

[0151] In some embodiments, the first target operation includes:

[0152] Triggering the target window at the corresponding position of the strategy control, and determining the hostile virtual object corresponding to the first target pointer control in the target window;

[0153] The target window is used to set the hostile virtual object corresponding to the first target pointer control.

[0154] In some embodiments, the second target operation includes:

[0155] The operation of moving the second target pointer control from the corresponding position of the strategy control to the specified area.

[0156] In some embodiments, the second target operation includes:

[0157] The operation of triggering the deletion window at the corresponding position of the second target pointer control, and the confirmation deletion operation performed in the deletion window.

[0158] In some embodiments, the strategy control further includes a virtual object representative control, which represents the form of a virtual object in the virtual object group, and the number of virtual object representative controls is less than or equal to the number of virtual objects included in the virtual object group.

[0159] In some embodiments, the apparatus further includes a merging module for:

[0160] In response to the overlap of multiple pointer controls included in the strategy control, the overlapping pointer controls are merged, and the adversary virtual object corresponding to the merged pointer control is determined based on the adversary virtual object corresponding to each pointer control in the multiple pointer controls.

[0161] In some embodiments, the device further includes a first color module for:

[0162] Adjust the display color of the target planning circle;

[0163] The display format includes display color, with different display colors representing different execution strategies.

[0164] In some embodiments, the device further includes a second color module for:

[0165] Adjust the display format of the strategy control.

[0166] In some embodiments, the strategy control further includes a control body corresponding to the target plan circle, and different preset strategy labels have different colors; the second color module is specifically used for:

[0167] Based on the strategy selection operation, a target preset strategy label is determined from multiple preset strategy labels, and the color of the target preset strategy label is determined;

[0168] The display color of the control body is adjusted based on the color of the target preset strategy label; wherein, the display form includes the display color.

[0169] For ease of description, the above system is described by dividing it into various modules based on their functions. Of course, in implementing this application, the functions of each module can be implemented in one or more software and / or hardware.

[0170] The system described in the above embodiments is used to implement the control method for virtual objects in the game in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0171] Based on the same inventive concept, corresponding to the methods of any of the above embodiments, this application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the control method for virtual objects in the game as described in any of the above embodiments.

[0172] Figure 15 This embodiment illustrates a more specific hardware structure of an electronic device, which may include a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040, and a bus 1050. The processor 1010, memory 1020, input / output interface 1030, and communication interface 1040 are interconnected internally via the bus 1050.

[0173] The processor 1010 can be implemented using a general-purpose CPU (Central Processing Unit), microprocessor, application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.

[0174] The memory 1020 can be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory), static storage device, dynamic storage device, etc. The memory 1020 can store the operating system and other applications. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program code is stored in the memory 1020 and is called and executed by the processor 1010.

[0175] The input / output interface 1030 is used to connect input / output modules to realize information input and output. Input / output modules can be configured as components within the device (not shown in the figure) or externally connected to the device to provide corresponding functions. Input devices may include keyboards, mice, touchscreens, microphones, various sensors, etc., while output devices may include displays, speakers, vibrators, indicator lights, etc.

[0176] The communication interface 1040 is used to connect a communication module (not shown in the figure) to enable communication between this device and other devices. The communication module can communicate via wired means (such as USB, Ethernet cable, etc.) or wireless means (such as mobile network, WIFI, Bluetooth, etc.).

[0177] Bus 1050 includes a pathway for transmitting information between various components of the device, such as processor 1010, memory 1020, input / output interface 1030, and communication interface 1040.

[0178] It should be noted that although the above-described device only shows the processor 1010, memory 1020, input / output interface 1030, communication interface 1040, and bus 1050, in specific implementations, the device may also include other components necessary for normal operation. Furthermore, those skilled in the art will understand that the above-described device may only include the components necessary for implementing the embodiments of this specification, and not necessarily all the components shown in the figures.

[0179] The electronic devices described above are used to implement the control methods for virtual objects in the game in any of the foregoing embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0180] Exemplary program product

[0181] Based on the same inventive concept, corresponding to the methods of any of the above embodiments, this application also provides a non-transitory computer-readable storage medium that stores computer instructions for causing the computer to execute the control method for virtual objects in a game as described in any of the above embodiments.

[0182] The computer-readable medium of this embodiment includes permanent and non-permanent, removable and non-removable media, and information storage can be implemented by any method or technology. Information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non-transfer medium that can be used to store information accessible by a computing device.

[0183] The computer instructions stored in the storage medium of the above embodiments are used to cause the computer to execute the control method for virtual objects in the game as described in any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0184] Based on the same inventive concept, corresponding to any of the methods in the above embodiments, this application also provides a computer program product, which includes a computer program. In some embodiments, the computer program is executed by one or more processors to cause the processors to perform the control method for virtual objects in the game described in the above embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0185] It should be noted that the embodiments of this application can also be further described in the following ways:

[0186] A method for controlling virtual objects in a game, providing a graphical user interface of a target game via a terminal device, the target game including virtual objects located in a game scene; the method includes:

[0187] In response to the creation command of the target planning circle, a strategy control is set for the target planning circle; wherein, the target planning circle includes a virtual object group, the virtual object group includes at least one virtual object, and the strategy control includes multiple preset strategy labels;

[0188] In response to a strategy selection operation on the strategy control, the behavior strategy of the virtual object group is adjusted, and the display form of the target planning circle is adjusted so that the display form matches the adjusted behavior strategy; wherein, the behavior strategy is used to determine the game behavior to be performed when the virtual object group encounters an enemy virtual object.

[0189] Optionally, the strategy control further includes a pointer control; in response to a strategy selection operation on the strategy control, adjusting the behavior strategy of the virtual object group specifically includes:

[0190] In response to a control operation on the pointer control, the display mode of the pointer control is adjusted;

[0191] The behavior strategy of the virtual object group is adjusted based on the adjusted display form of the pointer control and the multiple preset strategy labels.

[0192] Optionally, the behavior strategy of the virtual object group is adjusted based on the adjusted display form of the pointer control and the multiple preset strategy labels, specifically including:

[0193] The pointer direction of the pointer control is determined based on the adjusted display form of the pointer control; wherein, the display state of the pointer control includes the pointer direction;

[0194] The target preset strategy label is determined from the plurality of preset strategy labels based on the pointer direction;

[0195] The behavior strategy of the virtual object group is determined based on the target preset strategy label; wherein, different preset strategy labels correspond to different behavior strategies.

[0196] Optionally, after adjusting the behavior strategy of the virtual object group based on the adjusted display form of the pointer control and the plurality of preset strategy labels, the method further includes:

[0197] The length of the pointer control is determined based on the adjusted display form of the pointer control; wherein, the display state of the pointer control includes the control length;

[0198] The strength level of the behavior strategy of the virtual object group is determined based on the length of the control; wherein different control lengths correspond to different strength levels.

[0199] Optionally, the control operation includes a sliding operation; in response to the control operation on the pointer control, adjusting the display form of the pointer control specifically includes:

[0200] Obtain the target direction of the sliding operation;

[0201] In response to determining that the minimum angle between the target direction and the pointer control is greater than a preset threshold, the display form of the pointer control is adjusted to rotate and change.

[0202] In response to determining that the minimum angle between the target direction and the pointer control is less than or equal to a preset threshold, the display form of the pointer control is adjusted to expand or shrink.

[0203] Optionally, there may be multiple pointer controls, and different pointer controls may correspond to different adversary virtual objects.

[0204] Optionally, the method further includes:

[0205] In response to a first target operation that adds a first target pointer control to the strategy control, the first target pointer control is added at the corresponding position of the strategy control;

[0206] In response to a second target operation that eliminates the second target pointer control for the strategy control, the second target pointer control is deleted at the corresponding position of the strategy control; wherein the second target pointer control is any one of the pointer controls included in the strategy control.

[0207] Optionally, the first target operation includes:

[0208] The operation of moving the first target pointer control from the specified area to the corresponding position of the strategy control;

[0209] The designated area includes multiple preset pointer controls, and different preset pointer controls correspond to different hostile virtual objects. The first target pointer control is any one of the multiple preset pointer controls.

[0210] Optionally, the second target operation includes:

[0211] The operation of moving the second target pointer control from the corresponding position of the strategy control to the specified area.

[0212] Optionally, the strategy control further includes a virtual object representative control, which is used to represent the form of the virtual objects in the virtual object group, and the number of virtual object representative controls is less than or equal to the number of virtual objects included in the virtual object group.

[0213] Optionally, the display format of the target planning circle can be adjusted, specifically including:

[0214] Adjust the display color of the target planning circle;

[0215] The display format includes display color, with different display colors representing different execution strategies.

[0216] Optionally, after responding to a policy selection operation for the policy control, the method further includes:

[0217] Adjust the display format of the strategy control.

[0218] Optionally, the strategy control also includes a control body corresponding to the target plan circle, with different preset strategy labels having different colors; adjusting the display form of the strategy control based on the behavior strategy of the virtual object group specifically includes:

[0219] Based on the strategy selection operation, a target preset strategy label is determined from multiple preset strategy labels, and the color of the target preset strategy label is determined;

[0220] The display color of the control body is adjusted based on the color of the target preset strategy label; wherein, the display form includes the display color.

[0221] Those skilled in the art should understand that the discussion of any of the above embodiments is merely exemplary and is not intended to imply that the scope of this application (including the claims) is limited to these examples; within the framework of this application, the technical features of the above embodiments or different embodiments can also be combined, the steps can be implemented in any order, and there are many other variations of different aspects of the embodiments of this application as described above, which are not provided in the details for the sake of brevity.

[0222] Additionally, to simplify the description and discussion, and to avoid obscuring the embodiments of this application, the well-known power / ground connections to integrated circuit (IC) chips and other components may or may not be shown in the provided drawings. Furthermore, the apparatus may be shown in block diagram form to avoid obscuring the embodiments of this application, and this also takes into account the fact that the details of the implementation of these block diagram apparatuses are highly dependent on the platform on which the embodiments of this application will be implemented (i.e., these details should be fully understood by those skilled in the art). While specific details (e.g., circuits) have been set forth to describe exemplary embodiments of this application, it will be apparent to those skilled in the art that the embodiments of this application can be implemented without these specific details or with variations thereof. Therefore, these descriptions should be considered illustrative rather than restrictive.

[0223] Although this application has been described in conjunction with specific embodiments thereof, many substitutions, modifications, and variations of these embodiments will be apparent to those skilled in the art from the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may be used with the embodiments discussed.

[0224] The embodiments of this application are intended to cover all such substitutions, modifications, and variations that fall within the broad scope of the appended claims. Therefore, any omissions, modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the embodiments of this application should be included within the protection scope of this application.

Claims

1. A method for controlling virtual objects in a game, characterized in that, The method provides a graphical user interface for a target game via a terminal device, the target game including virtual objects located in a game scene; the method includes: In response to the creation command of the target planning circle, a strategy control is set for the target planning circle; wherein, the target planning circle includes a virtual object group, the virtual object group includes at least one virtual object, and the strategy control includes multiple preset strategy labels; In response to a strategy selection operation on the strategy control, the behavior strategy of the virtual object group is adjusted, and the display form of the target planning circle is adjusted so that the display form matches the adjusted behavior strategy; wherein, the behavior strategy is used to determine the game behavior to be performed when the virtual object group encounters an enemy virtual object; The method further includes, in response to a strategy selection operation on the strategy control, adjusting the display mode of the strategy control.

2. The method according to claim 1, characterized in that, The strategy control also includes a pointer control; in response to a strategy selection operation on the strategy control, the behavior strategy of the virtual object group is adjusted, specifically including: In response to a control operation on the pointer control, the display mode of the pointer control is adjusted; The behavior strategy of the virtual object group is adjusted based on the adjusted display form of the pointer control and the multiple preset strategy labels.

3. The method according to claim 2, characterized in that, The behavior strategy of the virtual object group is adjusted based on the adjusted display form of the pointer control and the multiple preset strategy labels, specifically including: The pointer direction of the pointer control is determined based on the adjusted display form of the pointer control; wherein, the display state of the pointer control includes the pointer direction; The target preset strategy label is determined from the plurality of preset strategy labels based on the pointer direction; The behavior strategy of the virtual object group is determined based on the target preset strategy label; wherein, different preset strategy labels correspond to different behavior strategies.

4. The method according to claim 2, characterized in that, After adjusting the behavior strategy of the virtual object group based on the adjusted display form of the pointer control and the multiple preset strategy labels, the method further includes: The length of the pointer control is determined based on the adjusted display form of the pointer control; wherein, the display state of the pointer control includes the control length; The strength level of the behavior strategy of the virtual object group is determined based on the length of the control; wherein different control lengths correspond to different strength levels.

5. The method according to claim 2, characterized in that, The control operation includes a sliding operation; in response to the control operation on the pointer control, the display form of the pointer control is adjusted, specifically including: Obtain the target direction of the sliding operation; In response to determining that the minimum angle between the target direction and the pointer control is greater than a preset threshold, the display form of the pointer control is adjusted to rotate and change. In response to determining that the minimum angle between the target direction and the pointer control is less than or equal to a preset threshold, the display form of the pointer control is adjusted to stretch or change.

6. The method according to claim 2, characterized in that, There are multiple pointer controls, and different pointer controls correspond to different hostile virtual objects.

7. The method according to claim 1, characterized in that, The method further includes: In response to a first target operation that adds a first target pointer control to the strategy control, the first target pointer control is added at the corresponding position of the strategy control; In response to a second target operation that eliminates the second target pointer control for the strategy control, the second target pointer control is deleted at the corresponding position of the strategy control; wherein the second target pointer control is any one of the pointer controls included in the strategy control.

8. The method according to claim 7, characterized in that, The first target operation includes: The operation of moving the first target pointer control from the specified area to the corresponding position of the strategy control; The designated area includes multiple preset pointer controls, and different preset pointer controls correspond to different hostile virtual objects. The first target pointer control is any one of the multiple preset pointer controls.

9. The method according to claim 8, characterized in that, The second target operation includes: The operation of moving the second target pointer control from the corresponding position of the strategy control to the specified area.

10. The method according to claim 1, characterized in that, The strategy control also includes a virtual object representative control, which is used to represent the form of the virtual objects in the virtual object group.

11. The method according to claim 1, characterized in that, Adjusting the display format of the target planning circle specifically includes: Adjust the display color of the target planning circle; The display format includes display color, with different display colors representing different execution strategies.

12. The method according to claim 1, characterized in that, The strategy control also includes a control body corresponding to the target plan circle, and different preset strategy labels have different colors; the display form of the strategy control is adjusted based on the behavior strategy of the virtual object group, specifically including: Based on the strategy selection operation, a target preset strategy label is determined from multiple preset strategy labels, and the color of the target preset strategy label is determined; The display color of the control body is adjusted based on the color of the target preset strategy label; wherein, the display form includes the display color.

13. A control device for virtual objects in a game, characterized in that, The device provides a graphical user interface for a target game via a terminal device, the target game including virtual objects located in a game scene; the device includes: The response module, in response to the creation command of the target planning circle, sets a strategy control for the target planning circle; wherein, the target planning circle includes a virtual object group, the virtual object group includes at least one virtual object, and the strategy control includes multiple preset strategy labels; The adjustment module, in response to a strategy selection operation on the strategy control, adjusts the behavior strategy of the virtual object group and adjusts the display form of the target planning circle so that the display form matches the adjusted behavior strategy; wherein, the behavior strategy is used to determine the game behavior to be performed when the virtual object group encounters an enemy virtual object; The device also includes a second color module for adjusting the display appearance of the strategy control.

14. An electronic device, characterized in that, It includes a memory, a processor, and a computer program stored in the memory and executable by the processor, wherein the processor, when executing the program, implements the method as described in any one of claims 1 to 12.

15. A non-transitory computer-readable storage medium, characterized in that, The non-transitory computer-readable storage medium stores computer instructions for causing a computer to perform the method according to any one of claims 1 to 12.

Citation Information

Patent Citations

  • Game strategy recommendation method and device thereof, electronic equipment and storage medium

    CN113926193A

  • Interaction method and device for tactical plans in game and electronic equipment

    CN114669050A