Game control method and device, computer equipment and storage medium

By introducing a lock editing area into the game interface, allowing players to customize the locking order, the problem of cumbersome locking operations in the existing technology is solved and the gaming experience is improved.

CN119633369AActive Publication Date: 2025-03-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411718845.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-27
Publication Date
2025-03-18
Estimated Expiration
2044-11-27

AI Technical Summary

Technical Problem

In existing gaming technology, players cannot customize the locking target, and a single locking operation can only lock one target, which is cumbersome and affects the gaming experience.

Method used

By displaying the locked editing area in the graphical user interface, players are allowed to select and determine the locking order, controlling game interactions of virtual objects based on that order.

Benefits of technology

It realizes the player's need to customize and lock targets, and is convenient to operate and improves the game operation experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses a game control method and device, computer equipment and a computer readable storage medium. According to the scheme, in response to the locking trigger event, the locking editing area is displayed on the graphical user interface, and the locking editing area comprises the operation identifier corresponding to the at least one second virtual object; in response to a selection operation for at least one target operation identifier in the operation identifiers, determining a locking sequence of a target second virtual object corresponding to the target operation identifier; and game interaction between the first virtual object and the target second virtual object is controlled based on the locking sequence. Therefore, the user-defined target locking requirement of the game player is met, the operation is convenient and fast, and the game operation experience of the player can be improved.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a game control method, device, computer equipment and computer-readable storage medium. Background Art

[0002] With the development of the Internet, a large number of different types of games have emerged to meet the daily entertainment needs of users. In some action games, a locking function is provided, which can be used to lock virtual objects in the game scene, so that the locked virtual objects will be attacked within the attack range.

[0003] In the related art, a lock control is provided in the game interface, and the player can randomly lock a target from multiple virtual objects in the game scene by triggering the lock control. However, in this locking mode, the player cannot specify the lock target, and the player can only lock one target in a single lock operation. When the target is defeated, the lock operation still needs to be performed again to lock the next target. The operation is cumbersome and the player's gaming experience is poor. Summary of the invention

[0004] The embodiments of the present application provide a game control method, apparatus, computer device, and computer-readable storage medium, which realize the needs of game players to customize locked targets and are easy to operate, thereby improving the player's game operation experience.

[0005] The embodiment of the present application provides a game control method, which provides a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene and a first virtual object in the game scene controlled by the terminal device, and the method includes:

[0006] In response to a lock triggering event, displaying a lock editing area on the graphical user interface, wherein the lock editing area includes an operation identifier corresponding to at least one second virtual object;

[0007] In response to a selection operation on at least one target operation identifier among the operation identifiers, determining a locking order of target second virtual objects corresponding to the target operation identifier;

[0008] The game interaction between the first virtual object and the target second virtual object is controlled based on the locking sequence.

[0009] Accordingly, an embodiment of the present application further provides a game control device, which provides a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene, and a first virtual object in the game scene controlled by the terminal device, and the device includes:

[0010] A first display unit, configured to display a lock editing area on the graphical user interface in response to a lock triggering event, wherein the lock editing area includes an operation mark of at least one second virtual object;

[0011] A determining unit, configured to determine, in response to a selection operation on at least one target operation identifier among the operation identifiers, a locking order of target second virtual objects corresponding to the target operation identifiers;

[0012] A control unit is used to control the game interaction between the first virtual object and the target second virtual object based on the locking sequence.

[0013] Correspondingly, an embodiment of the present application further provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes any game control method provided in the embodiments of the present application.

[0014] Correspondingly, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the above game control method.

[0015] In the embodiment of the present application, in response to a lock trigger event, a lock editing area is displayed in a graphical user interface, the lock editing area includes at least one operation identifier corresponding to a second virtual object; in response to a selection operation for at least one target operation identifier among the operation identifiers, a lock order of a target second virtual object corresponding to the target operation identifier is determined; and based on the lock order, the game interaction between the first virtual object and the target second virtual object is controlled. In this way, the needs of game players to customize the lock target are met, the operation is convenient, and the game operation experience of the players can be improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0017] Figure 1 A scene schematic diagram of a game control system provided in an embodiment of the present application.

[0018] Figure 2 A flowchart of a game control method provided in an embodiment of the present application.

[0019] Figure 3 A schematic diagram of an application scenario of a game control method provided in an embodiment of the present application.

[0020] Figure 4 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0021] Figure 5 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0022] Figure 6 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0023] Figure 7 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0024] Figure 8 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0025] Fig. 9 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0026] Fig.10 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0027] Fig.11 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0028] Fig.12 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0029] Fig.13 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0030] Fig.14 A structural block diagram of a game control device provided in an embodiment of the present application.

[0031] Fig.15 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0032] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.

[0033] The embodiment of the present application provides a game control method, device, computer-readable storage medium and computer equipment. Specifically, the game control method of the embodiment of the present application can be executed by a computer device, wherein the computer device can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network, content distribution network), and basic cloud computing services such as big data and artificial intelligence platforms.

[0034] For example, when the game control method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present the graphical user interface and receive the operation instructions generated by the user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen.

[0035] For example, when the game control method is run on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the main body of the game screen presentation are separated, and the storage and operation of the game control method are completed on the cloud gaming server. The game screen presentation is completed on the client of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with a data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.

[0036] See also Figure 1 , Figure 1 A schematic diagram of a game control system provided in an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the server of different games through the network. The terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, the terminal has one or more multi-touch screens for sensing and obtaining the input of the user through the touch or sliding operation performed at multiple points of one or more touch-controlled display screens. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network for a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and thus connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, the multiple databases are coupled to different servers, and the information related to the game environment can be continuously stored in the databases when different users play the multi-player game online.

[0037] The embodiment of the present application provides a game control method, which can be executed by a terminal or a server. The embodiment of the present application takes the execution of the game control method by a terminal as an example for explanation. Among them, the terminal includes a touch display screen and a processor, and the touch display screen is used to present a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instruction, and can also control the content of the opposite server by responding to the received operation instruction. For example, the operation instruction generated by the user acting on the graphical user interface includes an instruction for starting a game application, and the processor is configured to start the game application after receiving the instruction to start the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user performs a touch operation on the graphical user interface using a finger, and when the graphical user interface detects the touch operation, it controls different virtual objects in the game to perform actions corresponding to the touch operation. For example, the game can be any of casual games, action games, role-playing games, strategy games, sports games, puzzle games, etc. Among them, the game may include a virtual scene of the game. In addition, the virtual scene of the game may include one or more virtual objects controlled by a user (or player), such as a virtual character. In addition, the virtual scene of the game may also include one or more obstacles, such as railings, gullies, walls, etc., to limit the movement of virtual objects, such as limiting the movement of one or more objects to a specific area in the virtual scene. Optionally, the virtual scene of the game also includes one or more elements, such as skills, scores, character health status, energy, etc., to provide help to players, provide virtual services, increase scores related to player performance, etc. In addition, the graphical user interface may also present one or more indicators to provide indication information to the player. For example, the game may include a virtual object controlled by a player and one or more other virtual objects (such as an enemy character). In one embodiment, one or more other virtual objects are controlled by other players of the game. For example, one or more other virtual objects may be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to achieve a man-machine battle mode. For example, a virtual object has various skills or abilities that game players use to achieve their goals. For example, a virtual object has one or more weapons, props, tools, etc. that can be used to eliminate other objects from the game. Such skills or abilities can be activated by a game player using one of a plurality of preset touch operations with a touch display screen of a terminal. The processor can be configured to present a corresponding game screen in response to an operation instruction generated by a user's touch operation.

[0038] It should be noted that Figure 1 The scene diagram of the game control system shown is only an example. The image processing system and scene described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided in the embodiment of the present application. Ordinary technicians in this field can know that with the evolution of game control systems and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.

[0039] Based on the above problems, the embodiments of the present application provide a first game control method, device, computer equipment and computer-readable storage medium, which can improve the game operation experience of players. The following are detailed descriptions. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments.

[0040] An embodiment of the present application provides a game control method, which can be executed by a terminal or a server. The embodiment of the present application is described by taking the game control method executed by a terminal as an example.

[0041] See also Figure 2 , Figure 2 This is a flowchart of a game control method provided in an embodiment of the present application. The specific process of the game control method can be as follows:

[0042] 101. In response to a lock trigger event, display a lock editing area in a graphical user interface.

[0043] In an embodiment of the present application, a graphical user interface is provided through a terminal device, and the content displayed by the graphical user interface includes at least a partial game scene of the target game, and a first virtual object in the game scene. The first virtual object can be a virtual object controlled by the current player through the terminal device.

[0044] Among them, the target game supports the function of locking the target. Locking the target means selecting an object in the game to lock it. Using the locked object as the focus can help players aim and attack enemies more accurately or perform other tasks.

[0045] The lock trigger event refers to an event that triggers the state of selecting a target for lock. There are many types of lock trigger events, for example, the lock trigger event can be determined based on the game operation of the player in the game, or the lock trigger event can be determined based on the game information of the game, etc.

[0046] In some embodiments, in order to facilitate the player's customized selection of targets to lock, the step of "displaying a lock editing area in a graphical user interface in response to a lock trigger event" may include the following operations:

[0047] Provide locking controls in the graphical user interface;

[0048] In response to a trigger operation on the lock control, a lock editing area is displayed in the graphical user interface.

[0049] Among them, the lock control can be used to lock the virtual object in the game scene.

[0050] The trigger operation may include a touch operation, such as a click operation, a slide operation, a press operation, etc.

[0051] For example, see Figure 3 , Figure 3 A schematic diagram of an application scenario of a game control method provided in an embodiment of the present application. Figure 3 The graphical user interface shown on the upper side displays a game scene of the target game and a first virtual object controlled by the current player in the game scene. The graphical user interface also provides a lock control, and when a long press operation of the lock control by the current player is detected, a lock editing area can be triggered to be displayed.

[0052] That is to say, Figure 3 The graphical user interface shown below shows a locked editing area.

[0053] In some embodiments, in order to facilitate the player's operation on the locked editing area and save screen space, the locked editing area can be displayed at the location of the locked control, that is, when the trigger operation of the locked control is detected, the locked control can be hidden and the locked editing area can be displayed at the location of the locked control.

[0054] In some embodiments, in order to improve the player's gaming experience, the step of "displaying the locked editing area in the graphical user interface in response to the lock triggering event" may include the following operations:

[0055] In response to the absence of a locked target in the game scene, a locked editing area is displayed in the graphical user interface.

[0056] Among them, the locked target refers to the virtual object selected by the player or the game background to be locked before the current moment.

[0057] Specifically, when it is detected that there is no locked target in the game scene, a lock editing area can be displayed in the graphical user interface to facilitate the player to quickly select a virtual object to lock.

[0058] The locked editing area may include an operation mark corresponding to at least one second virtual object. The second virtual object refers to other virtual objects that are within a certain distance from the first virtual object in the game scene. The other virtual objects may include multiple types, such as virtual objects that can be controlled by other players, or NPCs in the game scene, etc.

[0059] In an embodiment of the present application, an operation identifier refers to an identifier that can be used to operate and select a second virtual object. The initial display style of the operation identifier of each second virtual object can be the same, for example, it can be the same pattern; the initial display style of the operation identifier of each second virtual object can also be different, for example, it can be an avatar or name of each second virtual object.

[0060] In some embodiments, in order to display the relative position relationship between the first virtual object and the second virtual object in the locked editing area to facilitate the current player to accurately select the second virtual object, the step of "displaying the locked editing area in the graphical user interface" may include the following operations:

[0061] Determine a virtual object in the game scene whose distance from the first virtual object meets a preset distance range as the second virtual object;

[0062] Acquire relative position information between the second virtual object and the first virtual object;

[0063] The display position of the operation indicator of the second virtual object is determined in the locked editing area based on the relative position information and displayed.

[0064] The preset distance range is used to filter out the second virtual object that meets the locking condition from the game scene. For other virtual objects in the game scene that are too far away from the first virtual object, they do not meet the locking condition.

[0065] For example, the preset distance range may include: not exceeding a preset distance of 5 meters, and then other virtual objects in the game scene whose distance from the first virtual object is not more than 5 meters may be used as the second virtual object.

[0066] The relative position information may include distance, direction, etc.

[0067] In some embodiments, determining and displaying the display position of the operation identifier of the second virtual object in the locked editing area based on the relative position information may include: mapping the distance and orientation between the second virtual object and the first virtual object to the locked editing area, thereby determining the display position of the second virtual object in the locked editing area.

[0068] Among them, in order to conveniently reflect the relative position information of the first virtual object and the second virtual object, the shape of the locked editing area can be a circle, with the center position of the circle corresponding to the position of the first virtual object, and then the display position of the second virtual object can be determined from the circular area according to the relative position relationship between the second virtual object and the first virtual object.

[0069] For example, see Figure 4 , Figure 4A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Figure 4 In the graphical user interface shown, the virtual objects in the game scene whose distances from the first virtual object meet the preset distance range may include: a second virtual object a and a second virtual object b.

[0070] Among them, the locked editing area can be a circular area, the center point of the circular area corresponds to the position of the first virtual object, and the locked editing area includes an operation identifier A and an operation identifier B, wherein the operation identifier A corresponds to the second virtual object a, and the operation identifier B corresponds to the second virtual object b.

[0071] In the locked editing area, the distance between the operation mark A and the center point position is determined according to the distance between the second virtual object a and the first virtual object in the game scene, and the relative orientation between the operation mark A and the center point position is determined according to the relative orientation between the second virtual object a and the first virtual object in the game scene; the distance between the operation mark B and the center point position is determined according to the distance between the second virtual object b and the first virtual object in the game scene, and the relative orientation between the operation mark B and the center point position is determined according to the relative orientation between the second virtual object b and the first virtual object in the game scene. In this way, the distance between the first virtual object and the second virtual object in the game scene can be presented by the display position of the operation mark in the locked editing area.

[0072] 102. In response to a selection operation on at least one target operation identifier among the operation identifiers, determine a locking order of target second virtual objects corresponding to the target operation identifier.

[0073] The selection operation may be used to select an operation identifier from the lock editing area, and then use the second virtual object corresponding to the selected operation identifier as a lock target.

[0074] In the embodiment of the present application, the selection operation can select one or more second virtual objects as the locking targets.

[0075] In some embodiments, in order to meet the needs of players to customize the locked targets, the step of "determining the locking order of the target second virtual objects corresponding to the target operation identifiers in response to the selection operation of at least one target operation identifier among the operation identifiers" may include the following operations:

[0076] In response to a first sliding operation in the locked editing area, obtaining a sliding track of the first sliding operation;

[0077] Determine the operation mark that the sliding track passes through in the locked editing area as the target operation mark;

[0078] The locking order of the target second virtual object is determined based on the order in which the sliding track passes through the target operation identifier.

[0079] The selection operation for the target operation identifier may include a sliding operation within the locked editing area, that is, a first sliding operation.

[0080] The sliding track refers to a path formed during the sliding process of the first sliding operation.

[0081] Wherein, determining the operation mark that the sliding track passes through in the locked editing area may include: according to the position of the sliding track in the locked editing area and the position of each operation mark in the editing area, determining the operation mark that intersects with the position of the sliding track as the target operation mark. When the selection operation is a sliding operation, in order to prevent the user from operating incorrectly, the target operation mark may be confirmed by setting one of the following conditions: the touch point of the sliding operation (i.e., the current position of the sliding track in the locked editing area) stays on the operation mark for more than a preset time, and the touch point of the sliding operation intersects with the operation mark and then returns to the midpoint of the locked editing area; if the above conditions are not met, the sliding track only intersects with the operation mark, and the corresponding operation mark is not the target operation mark selected by the user.

[0082] For example, see Figure 5 , Figure 5 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Figure 5 In the graphical user interface shown, the first sliding operation of the current player in the locked editing area is detected, and the sliding track of the first sliding operation is obtained. Then the operation identifiers through which the sliding track passes can include: operation identifier A and operation identifier B, and then the operation identifier A and operation identifier B can be used as target operation identifiers.

[0083] In some embodiments, determining the locking order of the target second virtual objects based on the order in which the sliding track passes through the target operation identifiers may include: determining the locking order of each target second virtual object according to the order in which the sliding track passes through each target operation identifier.

[0084] For example, see Figure 5 ,exist Figure 5 According to the direction of the sliding track, it can be determined that the order in which the sliding track passes through each target operation identifier is: operation identifier B, operation identifier A. Among them, operation identifier B corresponds to the second virtual object b, and operation identifier A corresponds to the second virtual object a, and then the locking order of each target second virtual object can be determined as: second virtual object b, second virtual object a.

[0085] In some embodiments, the first sliding operation may be a continuous operation of a triggering operation for locking the control.

[0086] For example, see Figure 6 , Figure 6 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Figure 6 In the graphical user interface shown above, when the current player's pressing operation on the lock control is detected, the lock control can be hidden and the lock editing area can be displayed at the position of the lock control; of course, the lock control can also be not hidden, and the lock editing area can be directly displayed around or next to the position of the lock control.

[0087] That is to say, Figure 6 The graphical user interface shown in the middle, in which the lock control is hidden, and a lock editing area is displayed at the position of the lock control, and the current player's finger has not left the screen of the terminal device, and then when the current player's first sliding operation in the lock editing area is detected, the target operation identifier and the locking order of the target second virtual object corresponding to the target operation identifier can be determined according to the first sliding operation.

[0088] That is to say, Figure 6 The graphical user interface shown below, wherein the target operation identifiers can be determined according to the sliding track to include: operation identifier A and operation identifier B, and the corresponding target second virtual object locking sequence includes: second virtual object b and second virtual object a. In this way, it is convenient for the current player to quickly select the target second virtual object to lock through continuous operations.

[0089] In some embodiments, in order to facilitate the player to accurately select the target to lock on, the method may further include the following steps:

[0090] During the first sliding operation, in response to the target operation identifier corresponding to the sliding position of the first sliding operation, the object identifier of the target second game object corresponding to the target operation identifier is displayed on the target operation identifier, and the display style of the target operation identifier is switched.

[0091] The sliding position of the first sliding operation corresponds to the target operation identifier, which means that the sliding position of the first sliding operation intersects with the position of the target operation identifier.

[0092] In the embodiment of the present application, the object identifier refers to an identifier that can be used to distinguish a virtual object. For example, the object identifier can be a thumbnail image of the virtual object.

[0093] Among them, switching the display style may include multiple methods, such as color change, size change, pattern change, special effect change and the like.

[0094] In some embodiments, displaying the object identifier of the target second game object corresponding to the target operation identifier on the target operation identifier may include: displaying the object identifier of the corresponding target second game object near the target operation identifier.

[0095] For example, see Figure 7 , Figure 7 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Figure 7 In the graphical user interface shown on the upper side, the current player performs a sliding operation in the locked editing area. When it is detected that the sliding position of the sliding operation intersects with the position of the operation identifier B, the object identifier of the corresponding second virtual object b can be displayed on the operation identifier B, and the display style of the operation identifier B can be triggered to be updated.

[0096] That is to say, Figure 7 The graphical user interface shown on the lower side, in which the sliding position of the sliding operation intersects with the position of the operation identifier B, the object identifier b1 of the corresponding second virtual object b is displayed on the operation identifier B, and the display style of the operation identifier B changes (the size becomes larger).

[0097] In some embodiments, in order to facilitate the current player to cancel the lock on the target second virtual object determined according to the first sliding operation, the method may further include the following steps:

[0098] In response to a second sliding operation continuous with the first sliding operation, a locking order of the target second virtual objects determined according to the first sliding operation is canceled.

[0099] The sliding end position of the second sliding operation is located in an area outside the locked editing area on the graphical user interface.

[0100] Specifically, after the locking order of the target second virtual object is determined according to the first sliding operation, a second sliding operation can be performed that is continuous with the first sliding operation and whose sliding end position is outside the locked editing area, that is, sliding out of the locked editing area, thereby canceling the locked target second virtual object.

[0101] For example, see Figure 8 , Figure 8 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Figure 8 In the graphical user interface shown on the upper side, the target second virtual objects determined to be locked according to the first sliding operation include: second virtual object a and second virtual object b, and the locking order is: second virtual object b, second virtual object a.

[0102] When a second sliding operation is detected that is continuous with the first sliding operation, the locking order of the target second virtual object determined according to the first sliding operation may be canceled. Figure 8 The graphical user interface shown on the lower side, in which the lock editing area is hidden, the lock control is restored to display, and the lock of the second virtual object a and the second virtual object b is canceled.

[0103] In some embodiments, in order to facilitate the player to observe the locked target second virtual object in the game scene, the method may further include the following steps:

[0104] Obtaining the position of the target second virtual object in the game scene;

[0105] The sequence identifier corresponding to the locking sequence of the target second virtual object is displayed at this position.

[0106] In some embodiments, displaying the sequence identifier corresponding to the locking order of the target second virtual object at the position may include: displaying the sequence identifier corresponding to the locking order of the target second virtual object near the position of the target second virtual object in the game scene.

[0107] For example, see Fig. 9 , Fig. 9 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Fig. 9 In the graphical user interface shown, the target second virtual objects include: second virtual object a and second virtual object b, and the locking order is: second virtual object b, second virtual object a. Then, a sequence mark ① is displayed near the position of the second virtual object b in the game scene, and a sequence mark ② is displayed near the position of the second virtual object a in the game scene. Therefore, after the lock area is undisplayed, the player can understand which lock targets are included and the locking order according to the sequence marks on the second virtual objects in the game scene.

[0108] In some embodiments, when the locking order of the target second virtual objects determined according to the first sliding operation is canceled according to the second sliding operation, the order identifier of the target second virtual objects is also invalidated and the display is canceled.

[0109] For example, see Fig.10 , Fig.10 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Fig.10 In the graphical user interface shown on the upper side, the target second virtual objects determined to be locked according to the first sliding operation include: second virtual object a and second virtual object b, and the locking order is: second virtual object b, second virtual object a.

[0110] When a second sliding operation is detected that is continuous with the first sliding operation, the locking order of the target second virtual object determined according to the first sliding operation may be canceled. Fig.10 The graphical user interface shown on the lower side, in which the lock editing area is hidden, the lock control is restored to display, the lock of the second virtual object a and the second virtual object b is canceled, and the lock mark ① and the lock mark ② are also canceled.

[0111] In some embodiments, after determining the locked target second virtual object, in order to facilitate the player's subsequent game operations, the method may further include the following steps:

[0112] In response to the selection operation being ended, the locked editing area is cancelled from display.

[0113] The end of the selection operation refers to: after the locked target second virtual object is determined according to the selection operation, the player's finger leaves the screen of the terminal.

[0114] For example, see Fig.11 , Fig.11 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. The selection operation may include a first sliding operation. Fig.11 In the graphical user interface shown on the upper side, the second virtual objects that are locked according to the first sliding operation include: second virtual object a and second virtual object b, and the locking order is: second virtual object b, second virtual object a. A sequence mark ① is displayed near the position of the second virtual object b in the game scene, and a sequence mark ② is displayed near the position of the second virtual object a in the game scene. When the first sliding operation is completed, the player's finger leaves the screen of the terminal, which can trigger the cancellation of the display of the locked editing area.

[0115] That is to say, Fig.11 The graphical user interface shown below shows that the locked editing area is hidden, the locked control is restored, the sequence mark ① is still displayed near the position of the second virtual object b, and the sequence mark ② is still displayed near the position of the second virtual object a. The player can perform subsequent game operations.

[0116] In some embodiments, the selection operation for the target operation identifier may also include a click operation in the locked editing area, and the target operation identifier may be selected by the click operation. Multiple target operation identifiers may also be selected by the click operation.

[0117] For example, see Fig.12 , Fig.12 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Fig.12In the graphical user interface shown on the upper side, when it is detected that the player clicks the operation mark A and the operation mark B in sequence, it can be determined that the target second virtual object includes: the second virtual object a and the second virtual object b. According to the order of the click operations, the locking order can be: the second virtual object a, the second virtual object b. Thus, the order mark corresponding to the target second virtual object can be displayed in the game scene.

[0118] That is to say, Fig.12 In the graphical user interface shown at the bottom, a sequence mark ① is still displayed near the position of the second virtual object a, and a sequence mark ② is still displayed near the position of the second virtual object b. The player can perform subsequent game operations.

[0119] In some embodiments, there may be multiple ways to lock a virtual object in a game scene using a lock control. For example, through a second trigger operation on the lock control, a second virtual object that meets the lock condition in the game scene is randomly selected as the target second virtual object to be locked.

[0120] 103. Control the game interaction between the first virtual object and the target second virtual object based on the locking sequence.

[0121] Among them, game interaction refers to the interaction between the first virtual object and other virtual objects in the game scene. For example, game interaction can include the first virtual object attacking other virtual objects, the first virtual object fighting with other virtual objects, and other interaction methods.

[0122] In some embodiments, after the locking order is determined, when it is necessary to perform game interaction with a second virtual object in the game scene, a target second virtual object can be selected for interaction according to the locking order.

[0123] In some embodiments, in order to improve the game interaction efficiency between the first virtual object and the target second virtual object, the step of “controlling the game interaction between the first virtual object and the target second virtual object based on the locking order” may include the following operations:

[0124] In response to the game interaction event, determining a target virtual object within an interaction range corresponding to the game interaction event from the target second virtual objects;

[0125] The first virtual object and the target virtual object are controlled to execute a game interaction event.

[0126] The game interaction event indicates that the first virtual object interacts with other virtual objects in the game scene. The game interaction event may include multiple types, such as releasing game skills to other virtual objects, etc.

[0127] In an embodiment of the present application, different game interaction events may correspond to different interaction ranges. For example, a game interaction event may include: releasing skill A, and the interaction range of skill A may include: the distance between the first virtual object and the first virtual object is less than a second preset distance.

[0128] Specifically, when a game interaction event is detected, the interaction range corresponding to the game interaction event can be obtained, and then a virtual object that meets the interaction range can be determined from the locked multiple target second virtual objects as the target virtual object. Then, the first virtual object and the target virtual object can be controlled to execute the game interaction event.

[0129] In some embodiments, in order to ensure the validity of the locking sequence, the method may further include the following steps:

[0130] After any target second virtual object among the plurality of target second virtual objects is defeated, the locking order of the remaining target second virtual objects is updated, and the target operation identifier in the locking editing area is updated.

[0131] For example, the multiple target second virtual objects may include: second virtual object a and second virtual object b. The locking order may include: second virtual object a, second virtual object b, second virtual object c. When the second virtual object a is defeated, the locking order may be updated to: second virtual object b, second virtual object c. At the same time, the locking mark displayed in the game scene will also be updated.

[0132] For example, see Fig.13 , Fig.13 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Fig.13 In the graphical user interface shown on the upper side, the locked target second virtual objects include: second virtual object a, second virtual object b, second virtual object c, and the locking order may include: second virtual object b, second virtual object a, second virtual object c. A sequence mark ① is displayed near the position of the second virtual object b, a sequence mark ② is displayed near the position of the second virtual object a, and a sequence mark ③ is displayed near the position of the second virtual object c.

[0133] When it is detected that the second virtual object a is defeated, the locking order of each target second virtual object can be updated. Fig.13 In the graphical user interface shown below, the second virtual object a is cancelled, and the locking order is updated to: second virtual object b, second virtual object c, with a sequence mark ① displayed near the position of the second virtual object b, and a sequence mark ② displayed near the position of the second virtual object c. This makes it easier for players to interact with the remaining target second virtual objects in the game.

[0134] The embodiment of the present application discloses a game control method, which includes: in response to a lock trigger event, displaying a lock edit area in a graphical user interface, the lock edit area including at least one operation identifier corresponding to a second virtual object; in response to a selection operation for at least one target operation identifier in the operation identifier, determining a lock order of a target second virtual object corresponding to the target operation identifier; and controlling the game interaction between the first virtual object and the target second virtual object based on the lock order. The needs of game players to customize the lock target can be met, and the operation is convenient, thereby improving the game operation experience of the players.

[0135] In order to better implement the game control method provided in the embodiment of the present application, the embodiment of the present application also provides a game control device based on the above game control method. The meanings of the terms are the same as those in the above game control method, and the specific implementation details can refer to the description in the method embodiment.

[0136] See also Fig.14 , Fig.14 This is a structural block diagram of a game control device provided in an embodiment of the present application. A graphical user interface is provided through a terminal device. The content displayed by the graphical user interface includes at least part of a game scene and a first virtual object in the game scene controlled by the terminal device. The device includes:

[0137] A first display unit 301, configured to display a locked editing area on the graphical user interface in response to a lock triggering event, wherein the locked editing area includes an operation mark of at least one second virtual object;

[0138] A determining unit 302, configured to determine a locking order of target second virtual objects corresponding to at least one target operation identifier among the operation identifiers in response to a selection operation on at least one target operation identifier among the operation identifiers;

[0139] The control unit 303 is used to control the game interaction between the first virtual object and the target second virtual object based on the locking sequence.

[0140] In some embodiments, the determining unit 302 may include:

[0141] A first acquisition subunit, configured to acquire a sliding track of a first sliding operation in response to a first sliding operation in the locked editing area;

[0142] A first determining subunit is used to determine the operation identifier that the sliding track passes through in the locked editing area as the target operation identifier;

[0143] The second determining subunit is used to determine the locking order of the target second virtual object based on the order in which the sliding track passes through the target operation identifier.

[0144] In some embodiments, the apparatus may further include:

[0145] The second display unit is used to display the object identifier of the target second game object corresponding to the target operation identifier on the target operation identifier during the first sliding operation in response to the sliding position of the first sliding operation corresponding to the target operation identifier, and to switch the display style of the target operation identifier.

[0146] In some embodiments, the apparatus may further include:

[0147] A first canceling unit is used to cancel the locking order of the target second virtual object determined according to the first sliding operation in response to a second sliding operation continuous with the first sliding operation, wherein the sliding end position of the second sliding operation is located in an area outside the locked editing area on the graphical user interface.

[0148] In some embodiments, the apparatus may further include:

[0149] An acquisition unit, used for acquiring a position of the target second virtual object in the game scene;

[0150] The third display unit is used to display the sequence identifier corresponding to the locking sequence of the target second virtual object at the position.

[0151] In some embodiments, the apparatus may further include:

[0152] The second cancelling unit is used to cancel the display of the locked editing area in response to the end of the selection operation.

[0153] In some embodiments, the target second virtual object includes multiple ones, and the device may further include:

[0154] The updating unit is used to update the locking order of the remaining target second virtual objects and update the target operation identifier in the locking editing area after any target second virtual object among the multiple target second virtual objects is defeated.

[0155] In some embodiments, the control unit 303 may include:

[0156] A third determining subunit is used to determine, in response to a game interaction event, a target virtual object within an interaction range corresponding to the game interaction event from the target second virtual objects;

[0157] The control subunit is used to control the first virtual object and the target virtual object to execute the game interaction event.

[0158] In some embodiments, the first display unit 301 may include:

[0159] A fourth determining subunit, configured to determine a virtual object in the game scene whose distance from the first virtual object meets a preset distance range as the second virtual object;

[0160] A second acquisition subunit, configured to acquire relative position information between the second virtual object and the first virtual object;

[0161] The fifth determining subunit is used to determine and display the display position of the operation indicator of the second virtual object in the locked editing area based on the relative position information.

[0162] In some embodiments, the first display unit 301 may include:

[0163] providing a subunit for providing a locking control in the graphical user interface;

[0164] The display subunit is configured to display the locked editing area on the graphical user interface in response to a trigger operation on the locked control.

[0165] The embodiment of the present application discloses a game control device, wherein a first display unit 301 responds to a lock trigger event, displays a lock edit area on the graphical user interface, and the lock edit area includes at least one operation identifier of a second virtual object; a determination unit 302 responds to a selection operation for at least one target operation identifier among the operation identifiers, determines a lock order of a target second virtual object corresponding to the target operation identifier; and a control unit 303 controls the game interaction between the first virtual object and the target second virtual object based on the lock order. In this way, the game experience of the player can be improved.

[0166] Accordingly, the embodiment of the present application also provides a computer device, which may be a terminal. Fig.15 As shown, Fig.15 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 800 includes a processor 801 having one or more processing cores, a memory 802 having one or more computer-readable storage media, and a computer program stored in the memory 802 and executable on the processor. The processor 801 is electrically connected to the memory 802. It will be understood by those skilled in the art that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0167] The processor 801 is the control center of the computer device 800. It uses various interfaces and lines to connect various parts of the entire computer device 800, executes various functions of the computer device 800 and processes data by running or loading software programs and / or modules stored in the memory 802, and calling data stored in the memory 802, thereby monitoring the computer device 800 as a whole.

[0168] In the embodiment of the present application, the processor 801 in the computer device 800 will load instructions corresponding to the processes of one or more application programs into the memory 802 according to the following steps, and the processor 801 will run the application programs stored in the memory 802 to implement various functions:

[0169] In response to the lock triggering event, displaying a lock editing area on the graphical user interface, where the lock editing area includes an operation identifier corresponding to at least one second virtual object;

[0170] In response to a selection operation on at least one target operation identifier among the operation identifiers, determining a locking order of target second virtual objects corresponding to the target operation identifier;

[0171] The game interaction of the first virtual object and the target second virtual object is controlled based on the locking sequence.

[0172] In some embodiments, in response to a selection operation on at least one target operation identifier among the operation identifiers, determining a locking order of target second virtual objects corresponding to the target operation identifier includes:

[0173] In response to a first sliding operation in the locked editing area, obtaining a sliding track of the first sliding operation;

[0174] Determine the operation mark that the sliding track passes through in the locked editing area as the target operation mark;

[0175] The locking order of the target second virtual object is determined based on the order in which the sliding track passes through the target operation identifier.

[0176] In some embodiments, the method further comprises:

[0177] During the first sliding operation, in response to the target operation identifier corresponding to the sliding position of the first sliding operation, the object identifier of the target second game object corresponding to the target operation identifier is displayed on the target operation identifier, and the display style of the target operation identifier is switched.

[0178] In some embodiments, the method further comprises:

[0179] In response to a second sliding operation continuous with the first sliding operation, a locking order of the target second virtual object determined according to the first sliding operation is canceled, wherein a sliding end position of the second sliding operation is located outside the locked editing area on the graphical user interface.

[0180] In some embodiments, the method further comprises:

[0181] Obtaining the position of the target second virtual object in the game scene;

[0182] The sequence identifier corresponding to the locking sequence of the target second virtual object is displayed at the position.

[0183] In some embodiments, the method further comprises:

[0184] In response to the selection operation being ended, the locked editing area is cancelled from display.

[0185] In some embodiments, the target second virtual object includes a plurality of objects, and the method further includes:

[0186] After any target second virtual object among the plurality of target second virtual objects is defeated, the locking order of the remaining target second virtual objects is updated, and the target operation identifier in the locking editing area is updated.

[0187] In some embodiments, controlling the game interaction between the first virtual object and the target second virtual object based on the locking sequence includes:

[0188] In response to the game interaction event, determining a target virtual object within an interaction range corresponding to the game interaction event from the target second virtual objects;

[0189] The first virtual object and the target virtual object are controlled to execute a game interaction event.

[0190] In some embodiments, displaying a locked editing area in a graphical user interface includes:

[0191] Determine a virtual object in the game scene whose distance from the first virtual object meets a preset distance range as the second virtual object;

[0192] Acquire relative position information between the second virtual object and the first virtual object;

[0193] The display position of the operation indicator of the second virtual object is determined in the locked editing area based on the relative position information and displayed.

[0194] In some embodiments, in response to a lock trigger event, displaying a lock edit area in a graphical user interface includes:

[0195] Provide locking controls in the graphical user interface;

[0196] In response to a trigger operation on the lock control, a lock editing area is displayed in the graphical user interface.

[0197] This solution displays a lock editing area in a graphical user interface in response to a lock trigger event, the lock editing area includes at least one operation identifier corresponding to a second virtual object; in response to a selection operation for at least one target operation identifier among the operation identifiers, determines the lock order of the target second virtual object corresponding to the target operation identifier; and controls the game interaction between the first virtual object and the target second virtual object based on the lock order. In this way, the needs of game players to customize the lock target are met, the operation is convenient, and the game operation experience of the players can be improved.

[0198] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.

[0199] Optional, such as Fig.15 As shown, the computer device 800 further includes: a touch screen 803, a radio frequency circuit 804, an audio circuit 805, an input unit 806, and a power supply 807. The processor 801 is electrically connected to the touch screen 803, the radio frequency circuit 804, the audio circuit 805, the input unit 806, and the power supply 807, respectively. Those skilled in the art can understand that Fig.15 The computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.

[0200] The touch display screen 803 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 803 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the computer device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 801, and can receive the command sent by the processor 801 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 801 to determine the type of touch event, and then the processor 801 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 803 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 803 can also be used as a part of the input unit 806 to realize the input function.

[0201] The radio frequency circuit 804 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other computer device through wireless communication, and to send and receive signals between the network device or other computer device.

[0202] The audio circuit 805 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 805 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 805 and converted into audio data, and then the audio data is output to the processor 801 for processing, and then sent to another computer device through the radio frequency circuit 804, or the audio data is output to the memory 802 for further processing. The audio circuit 805 may also include an earphone jack to provide communication between an external headset and the computer device.

[0203] The input unit 806 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.

[0204] The power supply 807 is used to supply power to various components of the computer device 800. Optionally, the power supply 807 can be logically connected to the processor 801 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 807 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0205] although Fig.15 Not shown, the computer device 800 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0206] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0207] As can be seen from the above, the computer device provided in this embodiment can display a lock editing area in a graphical user interface in response to a lock trigger event, wherein the lock editing area includes an operation identifier corresponding to at least one second virtual object; determine a lock order of the target second virtual object corresponding to the target operation identifier in response to a selection operation on at least one target operation identifier among the operation identifiers; and control the game interaction between the first virtual object and the target second virtual object based on the lock order.

[0208] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0209] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute the steps in any game control method provided in the embodiment of the present application. For example, the computer program can execute the following steps:

[0210] In response to the lock triggering event, displaying a lock editing area on the graphical user interface, where the lock editing area includes an operation identifier corresponding to at least one second virtual object;

[0211] In response to a selection operation on at least one target operation identifier among the operation identifiers, determining a locking order of target second virtual objects corresponding to the target operation identifier;

[0212] The game interaction of the first virtual object and the target second virtual object is controlled based on the locking sequence.

[0213] In some embodiments, in response to a selection operation on at least one target operation identifier among the operation identifiers, determining a locking order of target second virtual objects corresponding to the target operation identifier includes:

[0214] In response to a first sliding operation in the locked editing area, obtaining a sliding track of the first sliding operation;

[0215] Determine the operation mark that the sliding track passes through in the locked editing area as the target operation mark;

[0216] The locking order of the target second virtual object is determined based on the order in which the sliding track passes through the target operation identifier.

[0217] In some embodiments, the method further comprises:

[0218] During the first sliding operation, in response to the target operation identifier corresponding to the sliding position of the first sliding operation, the object identifier of the target second game object corresponding to the target operation identifier is displayed on the target operation identifier, and the display style of the target operation identifier is switched.

[0219] In some embodiments, the method further comprises:

[0220] In response to a second sliding operation continuous with the first sliding operation, a locking order of the target second virtual object determined according to the first sliding operation is canceled, wherein a sliding end position of the second sliding operation is located outside the locked editing area on the graphical user interface.

[0221] In some embodiments, the method further comprises:

[0222] Obtaining the position of the target second virtual object in the game scene;

[0223] The sequence identifier corresponding to the locking sequence of the target second virtual object is displayed at the position.

[0224] In some embodiments, the method further comprises:

[0225] In response to the selection operation being ended, the locked editing area is cancelled from display.

[0226] In some embodiments, the target second virtual object includes a plurality of objects, and the method further includes:

[0227] After any target second virtual object among the plurality of target second virtual objects is defeated, the locking order of the remaining target second virtual objects is updated, and the target operation identifier in the locking editing area is updated.

[0228] In some embodiments, controlling the game interaction between the first virtual object and the target second virtual object based on the locking sequence includes:

[0229] In response to the game interaction event, determining a target virtual object within an interaction range corresponding to the game interaction event from the target second virtual objects;

[0230] The first virtual object and the target virtual object are controlled to execute a game interaction event.

[0231] In some embodiments, displaying a locked editing area in a graphical user interface includes:

[0232] Determine a virtual object in the game scene whose distance from the first virtual object meets a preset distance range as the second virtual object;

[0233] Acquire relative position information between the second virtual object and the first virtual object;

[0234] The display position of the operation indicator of the second virtual object is determined in the locked editing area based on the relative position information and displayed.

[0235] In some embodiments, in response to a lock trigger event, displaying a lock edit area in a graphical user interface includes:

[0236] Provide locking controls in the graphical user interface;

[0237] In response to a trigger operation on the lock control, a lock editing area is displayed in the graphical user interface.

[0238] This solution displays a lock editing area in a graphical user interface in response to a lock trigger event, the lock editing area includes at least one operation identifier corresponding to a second virtual object; in response to a selection operation for at least one target operation identifier among the operation identifiers, determines the lock order of the target second virtual object corresponding to the target operation identifier; and controls the game interaction between the first virtual object and the target second virtual object based on the lock order. In this way, the needs of game players to customize the lock target are met, the operation is convenient, and the game operation experience of the players can be improved.

[0239] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.

[0240] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0241] Since the computer program stored in the computer-readable storage medium can execute the steps in any game control method provided in the embodiments of the present application, the beneficial effects that can be achieved by any game control method provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.

[0242] The game control method, device, computer-readable storage medium and computer equipment provided in the embodiments of the present application are introduced in detail above. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for technical personnel in this field, according to the idea of ​​the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.

Claims

1. A game control method, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene and a first virtual object in the game scene controlled by the terminal device, and the method includes: In response to a lock triggering event, displaying a lock editing area on the graphical user interface, wherein the lock editing area includes an operation identifier corresponding to at least one second virtual object; In response to a selection operation on at least one target operation identifier among the operation identifiers, determining a locking order of target second virtual objects corresponding to the target operation identifier; The game interaction between the first virtual object and the target second virtual object is controlled based on the locking sequence.

2. The method according to claim 1, characterized in that The step of determining, in response to a selection operation on at least one target operation identifier among the operation identifiers, a locking order of target second virtual objects corresponding to the target operation identifiers comprises: In response to a first sliding operation in the locked editing area, acquiring a sliding track of the first sliding operation; Determine the operation identifier that the sliding track passes through in the locked editing area as the target operation identifier; The locking order of the target second virtual object is determined based on the order in which the sliding track passes through the target operation identifier.

3. The method according to claim 2, characterized in that The method further comprises: During the first sliding operation, in response to the sliding position of the first sliding operation corresponding to the target operation identifier, the object identifier of the target second game object corresponding to the target operation identifier is displayed on the target operation identifier, and the display style of the target operation identifier is switched.

4. The method according to claim 2, characterized in that: The method further comprises: In response to a second sliding operation continuous with the first sliding operation, the locking order of the target second virtual object determined according to the first sliding operation is canceled, wherein the sliding end position of the second sliding operation is located in an area outside the locked editing area on the graphical user interface.

5. The method according to claim 1, characterized in that The method further comprises: Obtaining the position of the target second virtual object in the game scene; The sequence identifier corresponding to the locking sequence of the target second virtual object is displayed at the position.

6. The method according to claim 1, characterized in that The method further comprises: In response to the selection operation being completed, the locked editing area is canceled from being displayed.

7. The method according to claim 1, characterized in that The target second virtual object includes a plurality of objects, and the method further includes: After any target second virtual object among the plurality of target second virtual objects is defeated, the locking order of the remaining target second virtual objects is updated, and the target operation identifier in the locking editing area is updated.

8. The method according to claim 1, characterized in that The controlling the game interaction between the first virtual object and the target second virtual object based on the locking sequence includes: In response to a game interaction event, determining a target virtual object within an interaction range corresponding to the game interaction event from the target second virtual objects; Control the first virtual object and the target virtual object to execute the game interaction event.

9. The method according to claim 1, characterized in that: The step of displaying a locked editing area in the graphical user interface comprises: Determine a virtual object in the game scene whose distance from the first virtual object meets a preset distance range as the second virtual object; Acquire relative position information between the second virtual object and the first virtual object; The display position of the operation indicator of the second virtual object is determined in the locked editing area based on the relative position information and displayed.

10. The method according to claim 1, characterized in that In response to the lock trigger event, displaying the lock editing area in the graphical user interface comprises: providing a locking control in the graphical user interface; In response to a trigger operation on the lock control, the lock editing area is displayed on the graphical user interface.

11. A game control device, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game scene and a first virtual object in the game scene controlled by the terminal device, and the apparatus includes: A first display unit, configured to display a lock editing area on the graphical user interface in response to a lock triggering event, wherein the lock editing area includes an operation mark of at least one second virtual object; A determining unit, configured to determine, in response to a selection operation on at least one target operation identifier among the operation identifiers, a locking order of target second virtual objects corresponding to the target operation identifiers; A control unit is used to control the game interaction between the first virtual object and the target second virtual object based on the locking sequence.

12. A computer device comprising a memory, a processor and a computer program stored in the memory and running on the processor, wherein: When the processor executes the program, the game control method according to any one of claims 1 to 10 is implemented.

13. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the game control method according to any one of claims 1 to 10.

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