Interaction control method and device, electronic equipment and storage medium
By providing an operation release area divided according to the number of virtual objects and positional relationships in the graphical user interface, the problem of inconvenience in the prior art is solved and more convenient game interaction is achieved.
Patent Information
- Application Number
- CN202411706230.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-25
- Publication Date
- 2025-03-04
AI Technical Summary
The existing interactive control method requires players to operate directly on virtual objects, which is inconvenient.
By providing an operation release area in the graphical user interface, dividing the area according to the number and positional relationship of virtual objects, players can determine the target virtual object by selecting sub-regions and perform game interaction behavior.
Improves the convenience of skill release, making game interaction more convenient without directly operating against virtual objects.
Smart Images

Figure CN119548808A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of interactive technology, and in particular to an interactive control method, device, electronic device and storage medium. Background Art
[0002] In some virtual games, players can select virtual objects to interact with, such as selecting virtual objects to release skills or selecting virtual objects to mark signals.
[0003] Existing interactive control methods usually require players to perform relevant interactive operations on the virtual objects they want to interact with before they can perform relevant game interactive behaviors on the specified virtual objects, such as clicking or long pressing the virtual objects, or dragging the interactive controls to the range of the virtual objects, etc., which is not convenient to operate. Summary of the invention
[0004] In view of this, an object of the present disclosure is to provide an interactive control method, device, electronic device and storage medium to improve the convenience of skill release.
[0005] In a first aspect, an embodiment of the present disclosure provides an interactive control method, providing a graphical user interface through a terminal device; the method comprises: displaying a game scene in the graphical user interface, wherein the game scene includes a virtual object; in response to a trigger operation for a game interactive behavior, providing an operation release area in the graphical user interface; wherein the operation release area includes at least one sub-area, and the sub-area corresponds to the virtual object; the distribution state of the at least one sub-area is determined according to the number and / or positional relationship of the virtual objects located in the game scene; in response to a selection operation for a sub-area, determining a target sub-area corresponding to the selection operation of the sub-area in the operation release area, so as to determine a target virtual object corresponding to the target sub-area from the virtual objects; and controlling the execution of the game interactive behavior to the target virtual object.
[0006] In a second aspect, an embodiment of the present disclosure provides an interactive control device, which provides a graphical user interface through a terminal device; the device includes: a first display module, which is used to display a game scene in the graphical user interface, and the game scene includes virtual objects; a first response module, which is used to respond to a trigger operation for a game interactive behavior and provide an operation release area in the graphical user interface; wherein the operation release area includes at least one sub-area, and the sub-area corresponds to the virtual object; the distribution state of the at least one sub-area is determined according to the number and / or position relationship of the virtual objects located in the game scene; a second response module, which is used to respond to a selection operation for a sub-area, and determine a target sub-area corresponding to the selection operation of the sub-area in the operation release area, so as to determine a target virtual object corresponding to the target sub-area from the virtual objects; an interactive control module, which is used to control the execution of the game interactive behavior to the target virtual object.
[0007] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned interactive control method.
[0008] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned interactive control method.
[0009] The embodiments of the present disclosure bring the following beneficial effects:
[0010] The above-mentioned interactive control method, device, electronic device and storage medium provide an operation release area that matches the number and position relationship of virtual objects, so that the operation of game interactive behavior does not need to be targeted at virtual objects. The operation release area can be set at a position that conforms to game operating habits, making interactive operations more convenient.
[0011] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0012] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0014] Figure 1 is a flow chart of an embodiment of the interactive control method in the embodiment of the present disclosure;
[0015] Figure 2 is a schematic diagram of an interactive control method in an embodiment of the present disclosure;
[0016] Figure 3 is another schematic diagram of the interactive control method in an embodiment of the present disclosure;
[0017] Figure 4 is another schematic diagram of the interactive control method in an embodiment of the present disclosure;
[0018] Figure 5 is another schematic diagram of the interactive control method in an embodiment of the present disclosure;
[0019] Figure 6 is another schematic diagram of the interactive control method in an embodiment of the present disclosure;
[0020] Figure 7 is another schematic diagram of the interactive control method in an embodiment of the present disclosure;
[0021] Figure 8 is another schematic diagram of the interactive control method in an embodiment of the present disclosure;
[0022] Fig. 9 A schematic diagram of an interactive control device provided by an embodiment of the present disclosure;
[0023] Fig.10 A schematic diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0024] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present disclosure.
[0025] The terms "first", "second", "third", "fourth", etc. (if any) in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including" or "having" and any variations thereof are intended to cover non-exclusive inclusions, 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 that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0026] For ease of understanding, the specific process of the embodiment of the present disclosure is described below. The embodiment of the present disclosure provides a graphical user interface through a terminal device. Figure 1 , an embodiment of the interactive control method in the embodiment of the present disclosure includes:
[0027] Step S10: displaying a game scene in a graphical user interface, wherein the game scene includes a virtual object;
[0028] In this embodiment, the game scene of the virtual game is displayed through the graphical user interface provided by the terminal device, and the game scene contains virtual objects, wherein the number of virtual objects is not limited, and can be one or more. The virtual object can be any object that can perform game interactive behavior. For example, in a turn-based game, when entering the current round of battle, all or part of the enemy's virtual character objects can be used as virtual objects, and the specifics are not limited here.
[0029] Step S20, in response to a trigger operation for a game interaction behavior, providing an operation release area in a graphical user interface; wherein the operation release area includes at least one sub-area, and the sub-area corresponds to a virtual object; and a distribution state of the at least one sub-area is determined according to the number and / or position relationship of the virtual objects located in the game scene;
[0030] It should be noted that game interaction behavior refers to the behavior\state change caused by the interactive object performing an interactive operation. For example, game interaction behavior can be the behavior of the interactive object causing the health to be damaged when releasing a skill, or the signal marking behavior caused by the interactive object performing an interactive operation, etc. The specific details are not limited here.
[0031] It can be understood that different game interaction behaviors can be triggered by different trigger operations. For example, for game interaction behaviors of releasing skills, the trigger operation can be single-click, double-click, touch, long press, drag the skill release control and other operations. After responding to the trigger operation for the following interaction behavior, the game interaction behavior is in a pending execution state. During this period, the execution object of the game interaction behavior, that is, the interaction object, that is, the target virtual object, can be determined. After determining the target virtual object, the game interaction behavior is controlled to be executed toward the target virtual object, such as controlling the release of skills toward the target virtual object.
[0032] It should be noted that the trigger operation for the game interaction behavior can be input through different input devices, for example, the trigger operation for the game interaction behavior can be input through input devices such as a touch screen, mouse, keyboard, game controller, etc., which are not limited to the specific ones here.
[0033] In this embodiment, after triggering the game interaction behavior, a more easily operable operation release area is provided for the player, which is displayed in the graphical user interface and is used to aim at\match any virtual object as the interactive object of the game interaction behavior, thereby improving the convenience of game interaction control. It can be understood that the operation release area is divided into at least one sub-area, and the distribution state of the sub-area reflects the distribution state of the virtual object. By selecting the sub-area, the effect of selecting the virtual object can be achieved, so that the interactive operation does not need to be directly aimed at the virtual object. The operation release area can be set at a position that conforms to the game operation habits, shortening the operation distance, making the interactive operation more convenient.
[0034] It is understandable that the distribution state of the sub-areas is used to indicate the distribution state of the positions of the virtual objects in the game scene. The distribution state of the sub-areas can be represented in the form of a map, a compass, a grid, a coordinate system, etc. The distribution state of the sub-areas can be used to intuitively view the relative position relationship between the virtual objects, providing convenience for interactive operations. The distribution state of the positions of the virtual objects in the game scene can also be displayed in the graphical user interface in the form of a map, a compass, a grid, a coordinate system, etc., which is not limited to the specifics here.
[0035] It should be noted that the distribution state of the sub-area is determined according to the number and / or positional relationship of the virtual objects, the distribution state of the sub-area matches the distribution state of the virtual objects, each virtual object corresponds to a sub-area in the operation release area, and the relative positional relationship between the sub-areas matches the relative positional relationship between the virtual objects corresponding to the sub-areas. For example, if virtual object A is located on the left side of virtual object B, then the sub-area corresponding to virtual object A is also located on the left side of the sub-area corresponding to virtual object B. The specific details are not limited here.
[0036] As an example and not limitation, assume that Figure 2The diagram shows a distribution state of virtual object A and virtual object B. It can be seen that virtual object B is located at the lower right of virtual object A, and virtual object A is shifted to the upper left of virtual object B. Then, an operation release area ( Figure 2 The gray area in the figure can be Figure 2 The left and right distribution shown can also be Figure 3 The upper and lower distribution shown may also be distributed in other ways, such as left-right or upper-lower semicircular distribution of a circular operation release area, which is not limited here.
[0037] It should be noted that the operation release area is not limited to Figure 2 and Figure 3 The position, size or shape shown Figure 2 Take the sub-area distribution shown in the figure as an example. Figure 2 The operation release area shown can be displayed in a smaller size on the right / left side of the graphical user interface and can be set according to the player's habits, so as to facilitate one-handed operation of the mobile terminal and enhance the interactive experience of the game.
[0038] It can be understood that since each sub-area in the operation release area corresponds to a virtual object, any virtual object can be selected through the sub-area, so that the interactive object can be selected without operating the virtual object. The operation release area can be set at a position that conforms to the game operation habits, shortening the span of the interactive operation and making the interactive operation more convenient.
[0039] Step S30, in response to the selection operation on the sub-region, determining a target sub-region corresponding to the selection operation on the sub-region in the operation release region, so as to determine a target virtual object corresponding to the target sub-region from the virtual objects;
[0040] In this embodiment, by selecting the target sub-area, the interactive object of the game interactive behavior, that is, the virtual object corresponding to the target sub-area, that is, the target virtual object, can be determined without performing any operation on the virtual object. The operation release area can be set at a position that conforms to the game operation habits, making the selection of the interactive object more convenient.
[0041] For example, in a card game, the player can first select a card (skill release item) to be used, and then the operation release area will be displayed. The player can select the sub-area corresponding to the release target in the operation release area, and then release the skill corresponding to the card to the release target, making the skill release operation more convenient. Specifically, the selection operation can be single-click, double-click, touch, long press, release, etc., which are not limited here.
[0042] In one embodiment, if the trigger operation is a drag operation for a game interactive behavior (such as a prop), the selection operation may be a release operation, and the target sub-area may be the sub-area into which the prop falls when the prop is released, or a sub-area whose contact surface with the prop meets certain conditions, such as a sub-area whose contact surface exceeds half of the area of the skill release prop, or a sub-area whose contact surface is the largest among all sub-areas. The specific conditions are not limited here.
[0043] Step S40: Control the execution of game interaction behavior towards the target virtual object.
[0044] In this embodiment, after determining the interactive object, the game interactive behavior can be controlled to be executed on the interactive object to achieve the effect of game interaction. In one embodiment, after this step, the display of the operation release area in the graphical user interface can be cancelled, waiting for the arrival of the next trigger operation.
[0045] The interactive control method provided in the above embodiment provides an operation release area that matches the number and position relationship of virtual objects, so that the operation of game interactive behavior does not need to be targeted at virtual objects. The operation release area can be set at a position that conforms to game operating habits, making interactive operations more convenient.
[0046] Next, the triggering operation of the game interaction behavior is explained in detail.
[0047] In one embodiment, in response to a trigger operation for a game interaction behavior, an operation release area is provided in a graphical user interface, and in response to a trigger operation for an interactive control, an operation release area is provided in the graphical user interface, wherein the interactive control is an instruction trigger control configured to perform a game interaction behavior on a virtual object.
[0048] In this embodiment, interactive controls are provided in the graphical user interface, and players can trigger game interactive behaviors through the interactive controls. At the same time, an operation release area is displayed in the graphical user interface. Players can perform game interactive behaviors on the target virtual object corresponding to the sub-area by selecting any sub-area in the operation release area. For example, they can release skills or shoot at the enemy character object, etc. The specific details are not limited here.
[0049] It can be understood that the interactive controls in this embodiment are virtual controls, which can be touched through the touch screen of the terminal, and game interactive behaviors can also be triggered through physical controls. In one embodiment, when an operation release area is provided in the graphical user interface in response to a trigger operation for a game interactive behavior, an operation release area is provided in the graphical user interface in response to an operation input for an operation button of an input device.
[0050] In this embodiment, by operating the designated operation button of the input device, a trigger operation for the game interaction behavior can be triggered, and an operation release area can be provided in the graphical user interface. For example, by pressing the operation button on the game controller that has a mapping relationship with the game interaction behavior, specifically, the game interaction behavior of skill release can be triggered by pressing the left buffer key (Left Bumper, LB) of the game hand, and then the target sub-area can be selected by operating the right joystick, and then the game interaction behavior can be automatically controlled to be executed on the target virtual object corresponding to the target sub-area, and other buttons can also be further operated, such as the right buffer key (Right Bumper, RB), to control the execution of the game interaction behavior on the target virtual object corresponding to the target sub-area, and the specifics are not limited here.
[0051] It can be understood that the distribution state of at least one sub-area is determined according to the number and / or positional relationship of virtual objects in the game scene, that is, the sub-areas in the operation release area are divided according to the number and / or positional relationship of virtual objects in the game scene, wherein one virtual object corresponds to one sub-area. The following is a specific description of the method for determining the distribution state of at least one sub-area.
[0052] In one embodiment, when determining the distribution status of at least one sub-area, the number of virtual objects is determined; the operation release area is divided according to the number of virtual objects to obtain sub-areas whose number corresponds to the number of virtual objects; wherein the divided operation release area is used to indicate the distribution status of at least one sub-area.
[0053] It can be understood that when determining the distribution state of at least one sub-area based on the number of virtual objects located in the game scene, the operation release area can be divided into sub-areas equal to the number of virtual objects. The division method can be an average division, a division according to certain rules, or a division based on the positional relationship of the virtual objects. The specific method is not limited here.
[0054] In one embodiment, when the distribution state of at least one sub-area is determined, the positional relationship of the virtual objects in the game scene is determined; based on the positional relationship, the operation release area is arranged / divided into sub-areas whose number corresponds to the number of virtual objects; wherein the arranged / divided operation release area is used to indicate the distribution state of at least one sub-area.
[0055] It can be understood that when determining the distribution state of at least one sub-area based on the positional relationship of virtual objects located in the game scene, the sub-areas whose number corresponds to the number of virtual objects can be arranged in the operation release area according to the positional relationship, or the sub-areas whose number corresponds to the number of virtual objects can be arranged in the operation release area according to the positional relationship.
[0056] It should be noted that the arranged or divided operation release area can reflect the distribution status of all sub-areas. For example, if the virtual objects are arranged in a row, then the sub-areas can also be arranged in a row. The specifics are not limited here.
[0057] Next, the method of determining the position relationship of the virtual objects in the game scene is specifically described.
[0058] In one embodiment, when determining the positional relationship of a virtual object in a game scene, the range where the virtual object is located is gridded in the game scene to obtain a target grid area; and the positional relationship of the virtual object in the game scene is determined based on the arrangement of the target grid where the virtual object is located.
[0059] In this embodiment, the positional relationship of virtual objects in the game scene is determined in the form of a grid. In the game scene, the range where the virtual objects are located is divided into grids, so that different virtual objects are in different grids. Grids are allowed to contain virtual objects, and a grid containing virtual objects can contain at most one virtual object. The grid containing the virtual object is the target grid.
[0060] It can be understood that since the division of the grid follows certain rules / laws, this embodiment represents the positional relationship of virtual objects in the game scene through the arrangement of the target grid, which can simplify the relatively complex positional relationship between virtual objects and simplify the non-standard relative positional relationship between virtual objects into a unified standard grid arrangement relationship, thereby simplifying the distribution state of the operation release area and making the skill release operation easier.
[0061] It should be noted that when dividing the range where the virtual object is located into grids, the range where the virtual object is located can be divided into a target number of grids according to the scene position coordinates of the virtual object. Since the grids are of equal size, the target number can be the minimum number that can allocate virtual objects to different grids. When the number of virtual objects is relatively constant, the target number can also be a preset number, which is not limited here.
[0062] By way of example and not limitation, Figure 2 Under the position relationship of the virtual objects shown in FIG. 1 , the grid division method of the range where the virtual objects are located can be as follows: Figure 4 Any of the three schematic methods shown, wherein method (a) and method (b) are two of the division methods of the minimum number of grids, and method (c) is a division method of a specified number of grids, which is suitable for scenes where the number of virtual objects is relatively constant (such as a maximum of 3-6 virtual objects) or the ranking of virtual objects is relatively fixed, and the specifics are not limited here.
[0063] It can be understood that after dividing the grid, the target grid containing the virtual object can be determined, and then the positional relationship of the virtual object in the game scene can be determined based on the arrangement of the target grid. Specifically, the distribution status\arrangement of the target grid is used to indicate the positional relationship of the virtual object in the game scene, or the distribution status of the sub-area.
[0064] For example, Figure 4 Among the three grid division methods shown, method (a) and method (b) do not contain empty grids, that is, grids without virtual objects, so they can be directly used to represent the position relationship of virtual objects in the game scene or the distribution state of sub-areas. For method (a), the distribution state of sub-areas can be as follows: Figure 2 As shown, for method (b), the distribution state of the sub-areas can be as follows Figure 1 As shown, no specific limitation is made here.
[0065] In method (c), since empty grids are included, the empty grids can be removed to obtain a division result similar to that of method (b), which is used to represent the positional relationship of virtual objects in the game scene, or the distribution status of sub-areas, and the specifics are not limited here.
[0066] In one embodiment, according to the positional relationship, when the number of sub-areas corresponding to the number of virtual objects is arranged in the operation release area, a first number of sub-areas belonging to a first arrangement relationship and a second number of sub-areas belonging to a second arrangement relationship are arranged in the operation release area according to the first positional relationship and the second positional relationship of the target grid in the target grid area; wherein the sum of the first number and the second number is the same as the number of virtual objects, the first positional relationship corresponds to the first arrangement relationship, and the second positional relationship corresponds to the second arrangement relationship.
[0067] It can be understood that the positional relationship of the target grid in the target grid area may include a first positional relationship and a second positional relationship. Different positional relationship divisions may be adopted according to different ranking methods of virtual objects in the scene. For example, the virtual objects are ranked in a "V" shape in the scene, then the first positional relationship may refer to the left oblique positional relationship, and the second positional relationship may refer to the right oblique positional relationship; the virtual objects may also be ranked in an "O" shape in the scene, then the first positional relationship may refer to the positional relationship of the left semicircle or inner circle relative to the circle, and the second positional relationship may refer to the positional relationship of the right semicircle or outer circle relative to the circle. The specific details are not limited here.
[0068] In this embodiment, the first position relationship corresponds to the first arrangement relationship, and the second position relationship corresponds to the second arrangement relationship, wherein the first arrangement relationship is used to indicate the arrangement of a first number of sub-areas in the operation release area, and the second arrangement relationship is used to indicate the arrangement of a second number of sub-areas in the operation release area, and the first number plus the second number equals the total number of virtual objects.
[0069] For example, assuming that the virtual objects are arranged in a "V" shape in the scene, the sub-areas in the operation release area can also be arranged in a "V" shape, wherein the target grid located at the left diagonal position is arranged at the left diagonal position of the operation release area, and the target grid located at the right diagonal position is arranged at the right diagonal position of the operation release area. No specific limitation is made here.
[0070] In one embodiment, the first number of sub-areas belonging to the first arrangement relationship is the same as the third number of target grids belonging to the first position relationship, and the second number of sub-areas belonging to the second arrangement relationship is the same as the fourth number of target grids belonging to the second position relationship.
[0071] For example, assuming that the virtual objects are arranged in a "V" shape in the scene, then the first number of sub-areas arranged at the left diagonal position of the operation release area is equal to the number of virtual objects located at the left diagonal position in the scene, and is also equal to the third number of target grids located at the left diagonal position; similarly, the first number of sub-areas arranged at the right diagonal position of the operation release area is equal to the number of virtual objects located at the right diagonal position in the scene, and is also equal to the third number of target grids located at the right diagonal position.
[0072] In one embodiment, the first position relationship is a transverse position relationship, the second position relationship is a longitudinal position relationship, the first arrangement relationship is a transverse arrangement relationship, and the second arrangement relationship is a longitudinal arrangement relationship.
[0073] It can be understood that the target grids in the target grid area are arranged according to two positional relationships, horizontally and vertically. Therefore, the sub-areas in the operation release area are also arranged according to two positional relationships, horizontally and vertically, making the skill release operation more convenient.
[0074] In one embodiment, when determining the positional relationship of the virtual object in the game scene based on the arrangement of the target grid where the virtual object is located, the serial number information of each grid in the target grid area can be obtained; wherein the serial number information is used to indicate the horizontal serial number and the vertical serial number of each grid in the target grid area; based on the serial number information of the target grid where the virtual object is located, the horizontal distribution and the vertical distribution of the target grid are determined to obtain the positional relationship of the virtual object in the game scene.
[0075] It is understandable that the divided grids are distributed in rows and columns, and the grid serial number information can be obtained according to the rows and columns where each grid is located, and then according to the serial number information of the target grid where the virtual object is located, the horizontal position relationship and the vertical position relationship between the target grids can be determined, thereby obtaining the position relationship of the virtual object in the game scene, wherein the position relationship of the virtual object in the game scene is the same as the horizontal position relationship and the vertical position relationship of the target grid. The serial number information can be arranged according to a preset rule, which is not limited here.
[0076] As an example and not a limitation, assume that the target grid area is gridded according to Figure 5 As shown in (a), when arranging the grid number information, you can follow Figure 5 (b) to construct a coordinate system, and determine the sequence information of each grid according to the constructed coordinate system, such as Figure 5 As shown in (b), the serial number information of virtual object A is (2,1), that is, the 2nd row and the 1st column, and the serial number information of virtual object B is (1,3), that is, the 1st row and the 3rd column, and the specific details are not limited here.
[0077] In this embodiment, the target grid refers to the grid containing the virtual object. According to the serial number information of the target grid, the horizontal position relationship and the vertical position relationship of the target grid can be determined. Since the target grid and the virtual object are one-to-one corresponding, the horizontal position relationship and the vertical position relationship of the target grid can be used as the position relationship of the virtual object in the game scene. The position relationship of the virtual object in the game scene can also include the horizontal position relationship and the vertical position relationship.
[0078] For example, Figure 5 In the divided grids shown, the grids where virtual object A and virtual object B are located are target grids, that is, grid (2,1) and grid (1,3). It can be seen that the horizontal and vertical positions of the target grids are different, and they are in different rows and columns, which is the position relationship of the virtual objects in the game scene, and the specific details are not limited here.
[0079] In one embodiment, after the step of obtaining the target grid area, the divided grid can also be displayed in the game scene of the graphical user interface. It can be understood that the target grid area is the range where the virtual object is located. The range can be defined in the game scene or independently of the game scene. If the target grid area is in the game scene, the divided grid can be displayed in the game scene, which is more conducive to player observation and aiming. It should be noted that the displayed grid can have a certain style, which can be set in combination with the design of the game scene, such as red luminous lines, which are not specifically limited here.
[0080] In one embodiment, when arranging sub-areas in an operation release area in a number corresponding to the number of virtual objects according to the position relationship, sub-areas with the same horizontal and vertical position relationships and corresponding to the number of virtual objects are arranged in the operation release area according to the horizontal and vertical position relationships of the target grid in the target grid area.
[0081] In this implementation, the target grids are mapped to the operation release area, each target grid corresponds to a sub-area, and the arrangement of the sub-areas in the operation release area matches the arrangement of the target grids in the target grid area. For example, assuming that two target grids are distributed in two rows and two columns in the target grid area, then after the two target grids are mapped to the operation release area, the sub-areas in the operation release area are also arranged in two rows or two columns, which is not limited here.
[0082] It is understandable that since the number of target grids in different rows or columns is not necessarily the same, the number of sub-areas in different rows or columns in the operation release area may also be different. In one embodiment, when arranging sub-areas whose number corresponds to the number of virtual objects, the target grids may be mapped row by row or column by column, which is not limited here.
[0083] Taking column by column as an example, in one embodiment, when arranging sub-areas corresponding to the number of virtual objects in the operation release area according to the position relationship, the target column number of the target grid is determined according to the horizontal and vertical serial numbers of the target grid where the virtual objects are located; the operation release area is evenly divided into the target column number, and the target grids in the same column are tiled to the same column of the operation release area; wherein each target grid corresponds to a sub-area in the operation release area.
[0084] Taking row by row as an example, in one implementation, when arranging sub-areas corresponding to the number of virtual objects in the operation release area according to the position relationship, the target row number of the target grid is determined according to the horizontal and vertical serial numbers of the target grid where the virtual objects are located; the operation release area is evenly divided into the target number of rows, and the target grids in the same row are tiled to the same row of the operation release area; wherein each target grid corresponds to a sub-area in the operation release area.
[0085] For example, Figure 6 (a) is a schematic diagram of the position relationship of virtual objects in the game scene. Figure 6(b) is the operation release area obtained by mapping the target grid in a row-by-row manner. The operation release area contains 3 sub-areas, which correspond to the 3 virtual objects in (a) respectively. Compared with (a), when mapping in a row-by-row manner, the virtual objects A and C in the upper row can be mapped to the upper row of the operation release area first, and then the virtual object C can be mapped to the lower row of the operation release area. Since there is only one target grid in the lower row, that is, the target grid corresponding to the virtual object B, the lower row of the operation release area also has only one sub-area, which is not limited here.
[0086] Figure 6 In (c), the operation release area is obtained by mapping the target grid in a row-by-row manner. The operation release area contains three sub-areas, which correspond to the three virtual objects in (a). Compared with (a), when mapping in a column-by-column manner, the virtual object A in the first column of the target grid area can be mapped to the first column of the operation release area. The second column of the target grid area does not contain any virtual objects and is not mapped. Then, the virtual objects C and B in the third column of the target grid area are mapped to the second column of the operation release area. Since there is only one target grid in the first column of the target grid area, that is, the target grid corresponding to the virtual object A, there is only one sub-area in the first column of the operation release area, which is not limited here.
[0087] Next, a method of determining a target virtual object is described in detail.
[0088] In one embodiment, in response to a selection operation on a sub-area, a target sub-area corresponding to the selection operation of the sub-area is determined in the operation release area to determine a target virtual object corresponding to the target sub-area from virtual objects. In response to a release operation of at least part of an interactive control in the operation release area, an overlapping size of the interactive control and the sub-area in the operation release area is obtained; the sub-area with the largest overlapping size is determined as the target sub-area corresponding to the release operation; and the virtual object corresponding to the target sub-area is determined as the target virtual object.
[0089] It can be understood that when the interactive control is released in the operation release area, it at least partially overlaps with the sub-area in the operation release area. Each sub-area overlapping with the interactive control corresponds to an overlapping size. The sub-area with the largest overlapping size can be determined as the target sub-area, so that the target to be released by the interactive control can be determined through simpler operations, and the game interactive operation is easier.
[0090] It should be noted that if there is no overlap between the interactive control and the operation release area when it is released, it means that the player did not release the game interactive behavior through the operation release area, and may release the game interactive behavior through other means, or did not release the game interactive behavior, or released the game interactive behavior through skills, etc., which are not limited here.
[0091] By way of example and not limitation, Figure 7 The figure shows a schematic diagram of the overlap between the interactive control and the operation release area. Figure 7 It can be seen that the overlapping area between the interactive control and the sub-area C of the operation release area is the largest. Then, if the interactive control is released here, the sub-area C is the target sub-area, the virtual object C corresponding to the sub-area C is the target virtual object, and the game interactive behavior corresponding to the interactive control is executed towards the virtual object C. No specific limitation is made here.
[0092] It should be noted that if there is only one sub-region of the operation release region, when the interactive control is released, as long as there is an overlap with the operation release region, the only sub-region can be determined as the target sub-region, and the specifics are not limited here. Figure 7 The rectangle shown can be of any shape and is not limited here.
[0093] To facilitate interactive game operations, in one embodiment, the operation release area is between the virtual object and the interactive control. It is understandable that in most virtual games, there is a certain distance between the interactive control and the virtual object to be released. If it is necessary to perform interactive game operations on the virtual object, especially for virtual games running on mobile terminals, more specifically virtual games running in portrait mode on mobile terminals, the operation span is too large.
[0094] In this embodiment, the operation release area is set between the virtual object and the interactive control, that is, the operation release area is set at a position close to the interactive control, so that the span of the interactive control is reduced, thereby improving the convenience of the game interactive operation.
[0095] By way of example and not limitation, Figure 8 A graphical user interface is shown, in which the interactive controls are located below the operation release area, including interactive controls in the form of 5 cards. Players can drag any card to the operation release area to maximize the overlapping area between the card and any sub-area AC in the operation release area, and then release the game interactive behavior to the virtual object in the target grid corresponding to the target sub-area with the largest overlapping area, thereby greatly improving the convenience of game interactive operations.
[0096] In one embodiment, in response to a selection operation on a sub-area, before determining in an operation release area a target sub-area corresponding to the selection operation on the sub-area to determine a target virtual object corresponding to the target sub-area from virtual objects, in response to a pre-selection operation on the sub-area, a pre-selected virtual object is determined; the pre-selected virtual object is a virtual object corresponding to the sub-area targeted by the pre-selection operation; and an aiming mark of the pre-selected virtual object and / or the sub-area targeted by the pre-selection operation is displayed on a graphical user interface.
[0097] Before the selection operation for the sub-area is triggered, the sub-area can be pre-selected to determine the pre-selected virtual object. For example, if the interactive control is triggered by dragging, then before releasing it, when the drag operation is directed to the first sub-area of the operation release area, the aiming mark of the pre-selected virtual object corresponding to the first sub-area is displayed to facilitate the player to clearly identify the object to be aimed at, thereby improving the operating experience of the game.
[0098] It should be noted that the aiming mark can be displayed on the preselected virtual object and / or the first sub-area. For example, the aiming mark displayed on the preselected virtual object can be a styled "+" character, or a stroke effect of the preselected virtual object, etc. The aiming mark displayed in the first sub-area can be a stroke, color fill, glow or other special effects, which are not limited here.
[0099] It can be understood that the method for determining the first sub-region can be the same as the method for determining the target sub-region, and the method for determining the pre-selected virtual object can also be the same as the method for determining the target virtual object, which will not be described in detail here.
[0100] In one embodiment, after providing an operation release area in a graphical user interface in response to a trigger operation for a game interactive behavior, a cancel release area is provided in the graphical user interface; in response to an interaction cancel operation on the cancel release area, the trigger operation for the game interactive behavior is canceled.
[0101] In this embodiment, after the skill release item is triggered, a cancel release area can be provided to cancel the trigger operation for the game interactive behavior, that is, to stop responding and processing the steps after the trigger operation, and the game scenes are restored to the state before the trigger operation. For example, the interactive controls are restored to their original positions, and the control or logo used for description in the operation release area, the grid in the target grid area, the aiming mark, etc. are canceled from display, and the specifics are not limited here.
[0102] In one embodiment, the cancel release area is also set at a position adjacent to the interactive control, such as the left side, right side, or bottom of the interactive control, or between the interactive control and the operation release area, etc., which is not specifically limited here.
[0103] In one implementation, the original placement position of the interactive control can also be used as a cancel release area, such as Figure 8 In the dotted box area shown, after the interactive control is dragged away from the original placement position through the trigger operation, the trigger operation for the game interactive behavior can be canceled by putting it back to the original placement position.
[0104] Corresponding to the above method embodiment, see Fig. 9 A schematic diagram of an interactive control device is shown, which provides a graphical user interface through a terminal device, and the device includes: a first display module 90, used to display a game scene in the graphical user interface, wherein the game scene includes a virtual object; a first response module 92, used to respond to a trigger operation for a game interactive behavior, and provide an operation release area in the graphical user interface; wherein the operation release area includes at least one sub-area, and the sub-area corresponds to the virtual object; the distribution state of the at least one sub-area is determined according to the number and / or position relationship of the virtual objects located in the game scene; a second response module 94, used to respond to a selection operation for a sub-area, and determine a target sub-area corresponding to the selection operation of the sub-area in the operation release area, so as to determine a target virtual object corresponding to the target sub-area from the virtual objects; an interactive control module 96, used to control the execution of the game interactive behavior to the target virtual object.
[0105] The above-mentioned interactive control device provides an operation release area that matches the number and position relationship of virtual objects, so that the operation of game interactive behavior does not need to be targeted at virtual objects. The operation release area can be set at a position that conforms to game operating habits, making interactive operations more convenient.
[0106] Optionally, the first response module 92 is further used to: respond to a trigger operation on an interactive control and provide an operation release area in the graphical user interface, wherein the interactive control is an instruction trigger control configured to perform game interaction behavior on the virtual object.
[0107] Optionally, the first response module 92 is further used to: respond to an operation input to an operation button of an input device, and provide an operation release area in the graphical user interface.
[0108] Optionally, the step of determining the distribution status of the at least one sub-area includes: determining the number of the virtual objects; dividing the operation release area according to the number of the virtual objects to obtain sub-areas whose number corresponds to the number of the virtual objects; wherein the divided operation release area is used to indicate the distribution status of the at least one sub-area.
[0109] Optionally, the step of determining the distribution status of at least one sub-area includes: determining the positional relationship of the virtual objects in the game scene; and arranging sub-areas in the operation release area in a number corresponding to the number of the virtual objects according to the positional relationship; wherein the arranged operation release area is used to indicate the distribution status of the at least one sub-area.
[0110] Optionally, the step of determining the positional relationship of the virtual object in the game scene includes: in the game scene, gridding the range where the virtual object is located to obtain a target grid area; and determining the positional relationship of the virtual object in the game scene based on an arrangement of the target grid where the virtual object is located.
[0111] Optionally, in the target grid area, each grid contains at most one virtual object.
[0112] Optionally, the step of arranging in the operation release area a number of sub-areas corresponding to the number of virtual objects according to the positional relationship includes: arranging in the operation release area a first number of sub-areas belonging to a first arrangement relationship and a second number of sub-areas belonging to a second arrangement relationship according to a first positional relationship and a second positional relationship of the target grid in the target grid area; wherein the sum of the first number and the second number is the same as the number of virtual objects, the first positional relationship corresponds to the first arrangement relationship, and the second positional relationship corresponds to the second arrangement relationship.
[0113] Optionally, the first number of sub-areas belonging to the first arrangement relationship is the same as the third number of target grids belonging to the first position relationship, and the second number of sub-areas belonging to the second arrangement relationship is the same as the fourth number of target grids belonging to the second position relationship.
[0114] Optionally, the first position relationship is a transverse position relationship, the second position relationship is a longitudinal position relationship, the first arrangement relationship is a transverse arrangement relationship, and the second arrangement relationship is a longitudinal arrangement relationship.
[0115] Optionally, after the step of obtaining the target grid area, the method further includes: displaying the divided grids in the game scene of the graphical user interface.
[0116] Optionally, the second response module 94 is also used to: in response to a release operation of at least part of the interactive control in the operation release area, obtain the overlapping size of the interactive control and the sub-area in the operation release area; determine the sub-area with the largest overlapping size as the target sub-area corresponding to the release operation; and determine the virtual object corresponding to the target sub-area as the target virtual object.
[0117] Optionally, the above-mentioned device also includes: a third response module, used to respond to a pre-selection operation on a sub-area and determine a pre-selected virtual object; the pre-selected virtual object is a virtual object corresponding to the sub-area targeted by the pre-selection operation; and a second display module, used to display the pre-selected virtual object and / or the aiming mark of the sub-area targeted by the pre-selection operation on the graphical user interface.
[0118] Optionally, the operation release area is between the virtual object and the interactive control.
[0119] Optionally, the above-mentioned device also includes: a cancellation display module, which is used to provide a cancellation release area in the graphical user interface; and an operation cancellation module, which is used to respond to an interactive cancellation operation on the cancellation release area and cancel the triggering operation on the game interactive behavior.
[0120] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above interactive control method. The electronic device can be a server or a terminal device.
[0121] See also Fig.10 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned interactive control method.
[0122] Further, Fig.10 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0123] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.10 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0124] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, register, or other mature storage media in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware, for example:
[0125] A graphical user interface is provided through a terminal device; the method comprises: displaying a game scene in the graphical user interface, wherein the game scene comprises a virtual object; providing an operation release area in the graphical user interface in response to a trigger operation for a game interaction behavior; wherein the operation release area comprises at least one sub-area, and the sub-area corresponds to the virtual object; the distribution state of the at least one sub-area is determined according to the number and / or positional relationship of the virtual objects located in the game scene; in response to a selection operation for a sub-area, determining a target sub-area corresponding to the selection operation of the sub-area in the operation release area, so as to determine a target virtual object corresponding to the target sub-area from the virtual objects; and controlling the execution of the game interaction behavior to the target virtual object.
[0126] In this method, by providing an operation release area that matches the number and position relationship of virtual objects, the operation of game interactive behavior does not need to be targeted at virtual objects. The operation release area can be set at a position that conforms to game operating habits, making interactive operations more convenient.
[0127] Optionally, the step of providing an operation release area in the graphical user interface in response to a trigger operation for a game interaction behavior includes: providing an operation release area in the graphical user interface in response to a trigger operation for an interactive control, wherein the interactive control is an instruction trigger control configured to perform a game interaction behavior on the virtual object.
[0128] Optionally, the step of providing an operation release area in the graphical user interface in response to a trigger operation for a game interaction behavior includes: providing an operation release area in the graphical user interface in response to an operation input to an operation button of an input device.
[0129] Optionally, the step of determining the distribution status of the at least one sub-area includes: determining the number of the virtual objects; dividing the operation release area according to the number of the virtual objects to obtain sub-areas whose number corresponds to the number of the virtual objects; wherein the divided operation release area is used to indicate the distribution status of the at least one sub-area.
[0130] Optionally, the step of determining the distribution status of at least one sub-area includes: determining the positional relationship of the virtual objects in the game scene; and arranging sub-areas in the operation release area in a number corresponding to the number of the virtual objects according to the positional relationship; wherein the arranged operation release area is used to indicate the distribution status of the at least one sub-area.
[0131] Optionally, the step of determining the positional relationship of the virtual object in the game scene includes: in the game scene, gridding the range where the virtual object is located to obtain a target grid area; and determining the positional relationship of the virtual object in the game scene based on an arrangement of the target grid where the virtual object is located.
[0132] Optionally, in the target grid area, each grid contains at most one virtual object.
[0133] Optionally, the step of arranging in the operation release area a number of sub-areas corresponding to the number of virtual objects according to the positional relationship includes: arranging in the operation release area a first number of sub-areas belonging to a first arrangement relationship and a second number of sub-areas belonging to a second arrangement relationship according to a first positional relationship and a second positional relationship of the target grid in the target grid area; wherein the sum of the first number and the second number is the same as the number of virtual objects, the first positional relationship corresponds to the first arrangement relationship, and the second positional relationship corresponds to the second arrangement relationship.
[0134] Optionally, the first number of sub-areas belonging to the first arrangement relationship is the same as the third number of target grids belonging to the first position relationship, and the second number of sub-areas belonging to the second arrangement relationship is the same as the fourth number of target grids belonging to the second position relationship.
[0135] Optionally, the first position relationship is a transverse position relationship, the second position relationship is a longitudinal position relationship, the first arrangement relationship is a transverse arrangement relationship, and the second arrangement relationship is a longitudinal arrangement relationship.
[0136] Optionally, after the step of obtaining the target grid area, the method further includes: displaying the divided grids in the game scene of the graphical user interface.
[0137] Optionally, in response to a selection operation on a sub-area, determining a target sub-area corresponding to the selection operation of the sub-area in the operation release area, so as to determine a target virtual object corresponding to the target sub-area from the virtual objects, comprises: in response to a release operation of at least part of the interactive control in the operation release area, obtaining an overlapping size between the interactive control and the sub-area in the operation release area; determining the sub-area with the largest overlapping size as the target sub-area corresponding to the release operation; and determining the virtual object corresponding to the target sub-area as the target virtual object.
[0138] Optionally, before the step of responding to the selection operation on the sub-area, determining in the operation release area a target sub-area corresponding to the selection operation on the sub-area, so as to determine from the virtual objects a target virtual object corresponding to the target sub-area, the step further includes: responding to a pre-selection operation on the sub-area, determining a pre-selected virtual object; the pre-selected virtual object is a virtual object corresponding to the sub-area targeted by the pre-selection operation; and displaying on the graphical user interface an aiming mark of the pre-selected virtual object and / or the sub-area targeted by the pre-selection operation.
[0139] Optionally, the operation release area is between the virtual object and the interactive control.
[0140] Optionally, after the step of providing an operation release area in the graphical user interface in response to a trigger operation for a game interactive behavior, the step further includes: providing a cancel release area in the graphical user interface; and canceling the trigger operation for the game interactive behavior in response to an interaction cancel operation on the cancel release area.
[0141] This embodiment further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned interactive control method, for example:
[0142] A graphical user interface is provided through a terminal device; the method comprises: displaying a game scene in the graphical user interface, wherein the game scene comprises a virtual object; providing an operation release area in the graphical user interface in response to a trigger operation for a game interaction behavior; wherein the operation release area comprises at least one sub-area, and the sub-area corresponds to the virtual object; the distribution state of the at least one sub-area is determined according to the number and / or positional relationship of the virtual objects located in the game scene; in response to a selection operation for a sub-area, determining a target sub-area corresponding to the selection operation of the sub-area in the operation release area, so as to determine a target virtual object corresponding to the target sub-area from the virtual objects; and controlling the execution of the game interaction behavior to the target virtual object.
[0143] In this method, by providing an operation release area that matches the number and position relationship of virtual objects, the operation of game interactive behavior does not need to be targeted at virtual objects. The operation release area can be set at a position that conforms to game operating habits, making interactive operations more convenient.
[0144] Optionally, the step of providing an operation release area in the graphical user interface in response to a trigger operation for a game interaction behavior includes: providing an operation release area in the graphical user interface in response to a trigger operation for an interactive control, wherein the interactive control is an instruction trigger control configured to perform a game interaction behavior on the virtual object.
[0145] Optionally, the step of providing an operation release area in the graphical user interface in response to a trigger operation for a game interaction behavior includes: providing an operation release area in the graphical user interface in response to an operation input to an operation button of an input device.
[0146] Optionally, the step of determining the distribution status of the at least one sub-area includes: determining the number of the virtual objects; dividing the operation release area according to the number of the virtual objects to obtain sub-areas whose number corresponds to the number of the virtual objects; wherein the divided operation release area is used to indicate the distribution status of the at least one sub-area.
[0147] Optionally, the step of determining the distribution status of at least one sub-area includes: determining the positional relationship of the virtual objects in the game scene; and arranging sub-areas in the operation release area in a number corresponding to the number of the virtual objects according to the positional relationship; wherein the arranged operation release area is used to indicate the distribution status of the at least one sub-area.
[0148] Optionally, the step of determining the positional relationship of the virtual object in the game scene includes: in the game scene, gridding the range where the virtual object is located to obtain a target grid area; and determining the positional relationship of the virtual object in the game scene based on an arrangement of the target grid where the virtual object is located.
[0149] Optionally, in the target grid area, each grid contains at most one virtual object.
[0150] Optionally, the step of arranging in the operation release area a number of sub-areas corresponding to the number of virtual objects according to the positional relationship includes: arranging in the operation release area a first number of sub-areas belonging to a first arrangement relationship and a second number of sub-areas belonging to a second arrangement relationship according to a first positional relationship and a second positional relationship of the target grid in the target grid area; wherein the sum of the first number and the second number is the same as the number of virtual objects, the first positional relationship corresponds to the first arrangement relationship, and the second positional relationship corresponds to the second arrangement relationship.
[0151] Optionally, the first number of sub-areas belonging to the first arrangement relationship is the same as the third number of target grids belonging to the first position relationship, and the second number of sub-areas belonging to the second arrangement relationship is the same as the fourth number of target grids belonging to the second position relationship.
[0152] Optionally, the first position relationship is a transverse position relationship, the second position relationship is a longitudinal position relationship, the first arrangement relationship is a transverse arrangement relationship, and the second arrangement relationship is a longitudinal arrangement relationship.
[0153] Optionally, after the step of obtaining the target grid area, the method further includes: displaying the divided grids in the game scene of the graphical user interface.
[0154] Optionally, in response to a selection operation on a sub-area, determining a target sub-area corresponding to the selection operation of the sub-area in the operation release area, so as to determine a target virtual object corresponding to the target sub-area from the virtual objects, comprises: in response to a release operation of at least part of the interactive control in the operation release area, obtaining an overlapping size between the interactive control and the sub-area in the operation release area; determining the sub-area with the largest overlapping size as the target sub-area corresponding to the release operation; and determining the virtual object corresponding to the target sub-area as the target virtual object.
[0155] Optionally, before the step of responding to the selection operation on the sub-area, determining in the operation release area a target sub-area corresponding to the selection operation on the sub-area, so as to determine from the virtual objects a target virtual object corresponding to the target sub-area, the step further includes: responding to a pre-selection operation on the sub-area, determining a pre-selected virtual object; the pre-selected virtual object is a virtual object corresponding to the sub-area targeted by the pre-selection operation; and displaying on the graphical user interface an aiming mark of the pre-selected virtual object and / or the sub-area targeted by the pre-selection operation.
[0156] Optionally, the operation release area is between the virtual object and the interactive control.
[0157] Optionally, after the step of providing an operation release area in the graphical user interface in response to a trigger operation for a game interactive behavior, the step further includes: providing a cancel release area in the graphical user interface; and canceling the trigger operation for the game interactive behavior in response to an interaction cancel operation on the cancel release area.
[0158] The computer program product of the interactive control method, device, electronic device and storage medium provided in the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0159] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0160] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.
[0161] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0162] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0163] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. An interactive control method, characterized in that: Providing a graphical user interface through a terminal device; the method comprises: Displaying a game scene in the graphical user interface, wherein the game scene includes a virtual object; In response to a trigger operation for a game interaction behavior, an operation release area is provided in the graphical user interface; wherein the operation release area includes at least one sub-area, and the sub-area corresponds to the virtual object; and the distribution state of the at least one sub-area is determined according to the number and / or position relationship of the virtual objects located in the game scene; In response to a selection operation on a sub-region, determining a target sub-region corresponding to the selection operation of the sub-region in the operation release region, so as to determine a target virtual object corresponding to the target sub-region from among the virtual objects; Controlling execution of the game interaction behavior toward the target virtual object.
2. The method according to claim 1, characterized in that The step of providing an operation release area in the graphical user interface in response to a trigger operation for a game interaction behavior comprises: In response to a trigger operation on an interactive control, an operation release area is provided in the graphical user interface, wherein the interactive control is an instruction trigger control configured to perform a game interaction behavior on the virtual object.
3. The method according to claim 1, characterized in that The step of providing an operation release area in the graphical user interface in response to a trigger operation for a game interaction behavior comprises: In response to an operation input to an operation button of an input device, an operation release area is provided in the graphical user interface.
4. The method according to claim 1, characterized in that: The step of determining the distribution state of the at least one sub-region comprises: determining the number of the virtual objects; Dividing the operation release area according to the number of the virtual objects to obtain sub-areas whose number corresponds to the number of the virtual objects; The divided operation release area is used to indicate the distribution state of the at least one sub-area.
5. The method according to claim 1, characterized in that The step of determining the distribution state of the at least one sub-region comprises: Determining the positional relationship of the virtual object in the game scene; According to the positional relationship, arranging in the operation release area sub-areas whose number corresponds to the number of the virtual objects; The arranged operation release area is used to indicate the distribution state of the at least one sub-area.
6. The method according to claim 5, characterized in that The step of determining the positional relationship of the virtual object in the game scene comprises: In the game scene, gridding the range where the virtual object is located to obtain a target grid area; The positional relationship of the virtual object in the game scene is determined according to the arrangement of the target grid where the virtual object is located.
7. The method according to claim 6, characterized in that In the target grid area, each grid contains at most one virtual object.
8. The method according to claim 6, characterized in that The step of arranging, in the operation release area, sub-areas whose number corresponds to the number of the virtual objects according to the position relationship, comprises: According to the first positional relationship and the second positional relationship of the target grid in the target grid area, a first number of sub-areas belonging to the first arrangement relationship and a second number of sub-areas belonging to the second arrangement relationship are arranged in the operation release area; wherein the sum of the first number and the second number is the same as the number of the virtual objects, the first positional relationship corresponds to the first arrangement relationship, and the second positional relationship corresponds to the second arrangement relationship.
9. The method according to claim 8, characterized in that The first number of sub-areas belonging to the first arrangement relationship is the same as the third number of target grids belonging to the first position relationship, and the second number of sub-areas belonging to the second arrangement relationship is the same as the fourth number of target grids belonging to the second position relationship.
10. The method according to claim 8, characterized in that The first positional relationship is a transverse positional relationship, the second positional relationship is a longitudinal positional relationship, the first arrangement relationship is a transverse arrangement relationship, and the second arrangement relationship is a longitudinal arrangement relationship.
11. The method according to claim 6, characterized in that After the step of obtaining the target grid area, it also includes: The divided grids are displayed in the game scene of the graphical user interface.
12. The method according to claim 2, characterized in that: The step of responding to the selection operation on the sub-region, determining a target sub-region corresponding to the selection operation of the sub-region in the operation release region, and determining a target virtual object corresponding to the target sub-region from the virtual objects, comprises: In response to a release operation of at least a portion of the interactive control in the operation release area, acquiring an overlapping size of the interactive control and a sub-area in the operation release area; Determine the sub-region with the largest overlapping size as the target sub-region corresponding to the release operation; The virtual object corresponding to the target sub-region is determined as the target virtual object.
13. The method according to claim 1, characterized in that Before the step of responding to the selection operation on the sub-region and determining, in the operation release region, a target sub-region corresponding to the selection operation of the sub-region, so as to determine, from the virtual objects, a target virtual object corresponding to the target sub-region, the step further includes: In response to a preselection operation on a sub-region, a preselected virtual object is determined; the preselected virtual object is a virtual object corresponding to the sub-region targeted by the preselection operation; The graphical user interface displays a targeting mark of the sub-area targeted by the preselected virtual object and / or the preselected operation.
14. The method according to claim 2, characterized in that The operation release area is between the virtual object and the interactive control.
15. The method according to claim 1, characterized in that After the step of providing an operation release area in the graphical user interface in response to a trigger operation for the game interaction behavior, the method further includes: providing a cancel release area in the graphical user interface; In response to the interaction cancel operation on the cancel release area, the trigger operation on the game interaction behavior is canceled.
16. An interactive control device, characterized in that: Providing a graphical user interface through a terminal device; the device comprises: A first display module, used for displaying a game scene in the graphical user interface, wherein the game scene includes a virtual object; A first response module, for responding to a trigger operation for a game interaction behavior, and providing an operation release area in the graphical user interface; wherein the operation release area includes at least one sub-area, and the sub-area corresponds to the virtual object; and the distribution state of the at least one sub-area is determined according to the number and / or position relationship of the virtual objects located in the game scene; A second response module is used to respond to the selection operation on the sub-region, determine a target sub-region corresponding to the selection operation of the sub-region in the operation release region, and determine a target virtual object corresponding to the target sub-region from the virtual objects; The interaction control module is used to control the execution of the game interaction behavior towards the target virtual object.
17. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method according to any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method according to any one of claims 1 to 15.