A game control method and device, computer equipment and storage medium
By providing a lock editing area in the game interface, players can customize the order in which they lock targets, solving the problem of cumbersome operation in existing technologies and improving the gaming experience.
Patent Information
- Application Number
- CN202411718845.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-27
- Publication Date
- 2026-02-10
- Estimated Expiration
- 2044-11-27
AI Technical Summary
In existing technologies, gamers cannot customize the target they lock onto in action games, resulting in cumbersome controls and a poor gaming experience.
By displaying a lock editing area in the graphical user interface, players can select and determine the lock order of virtual objects, thus enabling customized lock targets.
It improves the ease of operation and experience for gamers, and simplifies the process of locking onto targets.
Smart Images

Figure CN119633369B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, specifically to a game control method, apparatus, computer device, and computer-readable storage medium. Background Technology
[0002] With the development of the internet, a large number of different types of games have emerged to meet users' daily entertainment needs. Some action games offer a lock-on function, which can be used to lock onto virtual objects in the game scene, and then attack the locked virtual object as the target within the attack range.
[0003] In related technologies, a locking control is provided in the game interface, allowing players to randomly lock onto a target from multiple virtual objects in the game scene by triggering the locking control. However, with this locking method, players cannot specify the target to lock onto, and a single locking operation can only lock onto one target. When the target is defeated, the locking operation still needs to be performed again to lock onto the next target, which is cumbersome and results in a poor gaming experience for players. Summary of the Invention
[0004] This application provides a game control method, device, computer equipment, and computer-readable storage medium, which realizes the game player's need to customize the target locking, is easy to operate, and can improve the player's game operation experience.
[0005] This application provides a game control method that provides a graphical user interface (GUI) through a terminal device. The GUI displays content including at least a portion of the game scene and a first virtual object controlled by the terminal device within the game scene. The method includes:
[0006] In response to a lock trigger event, a lock editing area is displayed in the graphical user interface, the lock editing area including an operation identifier corresponding to at least one second virtual object;
[0007] In response to a selection operation for at least one target operation identifier among the operation identifiers, the locking order of the target second virtual objects corresponding to the target operation identifier is determined;
[0008] The game interaction between the first virtual object and the target second virtual object is controlled based on the locking order.
[0009] Accordingly, this application also provides a game control device that provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene and a first virtual object controlled by the terminal device within the game scene. The device includes:
[0010] A first display unit is configured to display a lock editing area in the graphical user interface in response to a lock trigger event, the lock editing area including an operation identifier of at least one second virtual object;
[0011] A determining unit is configured to, in response to a selection operation for at least one target operation identifier among the operation identifiers, determine the locking order of the 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] Accordingly, this application also 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 of the game control methods provided in this application.
[0014] Accordingly, embodiments of this application also provide a computer-readable storage medium storing multiple instructions adapted for loading by a processor to execute the game control method described above.
[0015] This application embodiment displays a lock editing area in a graphical user interface in response to a lock trigger event. The lock editing area includes operation identifiers 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, the lock order of the target second virtual objects corresponding to the target operation identifiers is determined. The game interaction between the first virtual object and the target second virtual object is controlled based on the lock order. In this way, the needs of game players to customize lock targets are met, the operation is convenient, and the game operation experience of players can be improved. Attached Figure Description
[0016] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0017] Figure 1 This is a scene diagram of a game control system provided in an embodiment of this application.
[0018] Figure 2 This is a flowchart illustrating a game control method provided in an embodiment of this application.
[0019] Figure 3 This is a schematic diagram illustrating an application scenario of a game control method provided in an embodiment of this application.
[0020] Figure 4 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0021] Figure 5 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0022] Figure 6 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0023] Figure 7 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0024] Figure 8 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0025] Figure 9 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0026] Figure 10 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0027] Figure 11 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0028] Figure 12 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0029] Figure 13 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application.
[0030] Figure 14 This is a structural block diagram of a game control device provided in an embodiment of this application.
[0031] Figure 15 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0032] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0033] This application provides a game control method, apparatus, computer-readable storage medium, and computer device. Specifically, the game control method of this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. 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. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms.
[0034] For example, when this game control method runs on a terminal, the terminal device stores a game application and uses it to display virtual scenes in the game. The terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application. The terminal device can provide the GUI to the user in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection. For example, the terminal device can include a touch screen and a processor. The touch screen is used to present the GUI and receive operation commands generated by the user interacting with the GUI, which includes game scenes. The processor is used to run the game, generate the GUI, respond to operation commands, and control the display of the GUI on the touch screen.
[0035] For example, when the game control method runs on a server, it can be considered cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game application and the game screen presentation are separate. The storage and execution of the game control method are completed on the cloud gaming server. The game screen presentation is completed on the cloud gaming client, which is mainly used for receiving and sending game data and displaying the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, PDA, or personal digital assistant. However, the terminal device for processing game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0036] Please see Figure 1 , Figure 1 This is a schematic diagram of a game control system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. The user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Additionally, the terminal has one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Different terminals can also connect to other terminals or to servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. In addition, the system can include multiple databases coupled to different servers, and can continuously store information related to the game environment in the databases as different users play multiplayer games online.
[0037] This application provides a game control method, which can be executed by a terminal or a server. This application describes a game control method executed by a terminal as an example. The terminal includes a touchscreen display and a processor. The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen. When the user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual objects in the game to perform actions corresponding to the touch operation. For example, the game can be any of the following types of games: casual game, action game, role-playing game, strategy game, sports game, puzzle game, etc. The game may include a virtual environment. Furthermore, the virtual environment may include one or more virtual objects, such as virtual characters, controlled by the user (or player). Additionally, the virtual environment may include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, limiting the movement of one or more objects to a specific area within the virtual environment. Optionally, the virtual environment may also include one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the graphical user interface may present one or more indicators to provide guidance information to the player. For example, the game may include virtual objects controlled by the player and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects may be computer-controlled, such as robots using artificial intelligence (AI) algorithms, enabling a human-computer interaction mode. For example, virtual objects possess various skills or abilities used by the player to achieve objectives. For example, virtual objects possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the player using one of several preset touch operations on the terminal's touchscreen display. The processor can be configured to respond to the operation commands generated by the user's touch operations to display the corresponding game screen.
[0038] It should be noted that, Figure 1 The schematic diagram of the game control system shown is merely an example. The image processing system and scenario described in this application embodiment are for the purpose of more clearly illustrating the technical solutions of this application embodiment and do not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game control systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0039] To address the aforementioned problems, this application provides a first game control method, apparatus, computer device, and computer-readable storage medium, which can improve the player's gaming experience. These will be described in detail below. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.
[0040] This application provides a game control method, which can be executed by a terminal or a server. This application uses the example of the game control method being executed by a terminal for illustration.
[0041] Please see Figure 2 , Figure 2 This is a flowchart illustrating a game control method provided in an embodiment of this application. The specific flow of the game control method can be as follows:
[0042] 101. In response to a lock trigger event, display the locked editing area in the graphical user interface.
[0043] In this embodiment of the application, a graphical user interface is provided through a terminal device. The content displayed by the graphical user interface includes at least a portion of the 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 targets. Locking targets means selecting an object in the game and locking it as the focus. This can help players aim and attack enemies or perform other tasks more accurately.
[0045] Among them, the lock-on trigger event refers to the event that triggers the entry into the target selection and lock-on state. Lock-on trigger events can be of various types; for example, they can be determined based on the player's game actions during the game, or they can be determined based on game information during the game, etc.
[0046] In some embodiments, to facilitate players' needs for customizing target selection for locking, the step "displaying the lock editing area in the graphical user interface in response to a lock trigger event" may include the following operations:
[0047] Provide a locking control in the graphical user interface;
[0048] In response to a trigger action on the locked control, the locked editing area is displayed in the graphical user interface.
[0049] Among them, the locking control can be used to lock virtual objects in the game scene.
[0050] The triggering operation can include touch operation, such as click operation, swipe operation, press operation, etc.
[0051] For example, please see Figure 3 , Figure 3 This is a schematic diagram illustrating an application scenario of a game control method provided in an embodiment of this application. Figure 3 The graphical user interface shown at the top displays the game scene of the target game, as well as the first virtual object controlled by the current player within the game scene. The graphical user interface also provides a lock control; when a long press operation on the lock control is detected by the current player, a lock editing area can be displayed.
[0052] That is, to obtain Figure 3 The graphical user interface shown below displays a locked editing area.
[0053] In some embodiments, to facilitate player operation of the locked editing area and to save screen space, the locked editing area can be displayed at the location of the locked control. That is, when a 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, to improve the player's gaming experience, the step "displaying the lock editing area in the graphical user interface in response to a lock trigger event" may include the following operations:
[0055] If no locked target exists in the game scene, a locked editing area is displayed in the graphical user interface.
[0056] The locked target refers to a virtual object that was selected by the player or locked by the game backend before the current moment.
[0057] Specifically, when no target is detected in the game scene, a lock editing area can be displayed in the graphical user interface to allow players to quickly select a virtual object to lock.
[0058] The locked editing area can include at least one operation identifier corresponding to a second virtual object. The second virtual object refers to other virtual objects in the game scene that are a certain distance away from the first virtual object. These other virtual objects can be of various types, such as virtual objects controlled by other players, or NPCs in the game scene, etc.
[0059] In the embodiments of this application, the operation identifier refers to an identifier that can be used to 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 the avatar or name of each second virtual object.
[0060] In some embodiments, in order to display the relative positional relationship between the first virtual object and the second virtual object in the locked editing area to facilitate the current player's accurate selection of the second virtual object, the step "display the locked editing area in the graphical user interface" may include the following operations:
[0061] The virtual objects in the game scene whose distance from the first virtual object meets the preset distance range are identified as the second virtual objects;
[0062] Obtain the relative position information between the second virtual object and the first virtual object;
[0063] Based on relative position information, determine and display the display position of the operation identifier of the second virtual object in the locked editing area.
[0064] The preset distance range is used to filter out second virtual objects that meet the locking criteria from the game scene. Other virtual objects in the game scene that are too far away from the first virtual object do not meet the locking criteria.
[0065] For example, the preset distance range can include: no more than a preset distance of 5 meters, and other virtual objects in the game scene that are no more than 5 meters away from the first virtual object can be used as the second virtual object.
[0066] The relative location 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 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] In order to facilitate the display of the relative position information between the first virtual object and the second virtual object, the shape of the locked editing area can be circular, with the center of the circle corresponding to the position of the first virtual object. 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, please see Figure 4 , Figure 4This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 4 In the graphical user interface shown, virtual objects in the game scene whose distance from the first virtual object meets the preset distance range may include: second virtual object a and second virtual object b.
[0070] The locked editing area can be a circular area, the center point of which corresponds to the position of the first virtual object. The locked editing area includes operation identifier A and operation identifier B, where operation identifier A corresponds to the second virtual object a and operation identifier B corresponds to the second virtual object b.
[0071] Within the locked editing area, the distance between operation marker A and the center point is determined based on the distance between the second virtual object a and the first virtual object in the game scene, as is the relative orientation between operation marker A and the center point. Similarly, the distance between operation marker B and the center point is determined based on the distance between the second virtual object b and the first virtual object in the game scene, as is the relative orientation between operation marker B and the center point. Therefore, the distance between the first and second virtual objects in the game scene can be represented by the display position of the operation markers within the locked editing area.
[0072] 102. In response to a selection operation for at least one target operation identifier among the operation identifiers, determine the locking order of the target second virtual objects corresponding to the target operation identifiers.
[0073] The selection operation can be used to select an operation identifier from the locked editing area, and then use the second virtual object corresponding to the selected operation identifier as the locking target.
[0074] In the embodiments of this application, the selection operation can select one or more second virtual objects as the locking target.
[0075] In some embodiments, to meet the player's need for custom locking targets, the step "in response to a selection operation for at least one target operation identifier among the operation identifiers, determining the locking order of the target second virtual objects corresponding to the target operation identifiers" may include the following operations:
[0076] In response to a first sliding operation in the locked editing area, obtain the sliding trajectory of the first sliding operation;
[0077] Identify the operation markers that the sliding trajectory passes through in the locked editing area, and use them as the target operation markers;
[0078] The locking order of the second virtual object of the target is determined based on the order in which the sliding trajectory passes through the target operation identifier.
[0079] Among them, the selection operation for the target operation identifier can include a sliding operation within the locked editing area, that is, the first sliding operation.
[0080] The sliding trajectory refers to the path formed during the sliding process of the first sliding operation.
[0081] Determining the operation markers traversed by the sliding trajectory within the locked editing area can include: based on the position of the sliding trajectory within the locked editing area and the positions of each operation marker within the editing area, identifying the operation markers that intersect with the sliding trajectory as the target operation markers. When the selected operation is a sliding operation, to prevent user misoperation, the target operation marker can be confirmed by setting one of the following conditions: the touch point of the sliding operation (i.e., the current position of the sliding trajectory within the locked editing area) stays on the operation marker for more than a preset time; the touch point of the sliding operation intersects with the operation marker and then returns to the midpoint of the locked editing area; if the above conditions are not met, the sliding trajectory merely intersects with the operation marker, and the corresponding operation marker is not the target operation marker selected by the user.
[0082] For example, please see Figure 5 , Figure 5 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 5 In the graphical user interface shown, the system detects the current player's first swipe action within the locked editing area and obtains the swipe trajectory of that first swipe action. Then, it obtains the operation identifiers traversed by the swipe trajectory, which may include operation identifier A and operation identifier B. Operation identifiers A and B can then 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 trajectory 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 trajectory passes through each target operation identifier.
[0084] For example, please continue reading Figure 5 ,exist Figure 5 Based on the direction of the sliding trajectory, the order in which the sliding trajectory passes through each target operation identifier can be determined as: operation identifier B, operation identifier A. Operation identifier B corresponds to the second virtual object b, and operation identifier A corresponds to the second virtual object a. Therefore, the locking order of each target's second virtual object can be determined as: second virtual object b, second virtual object a.
[0085] In some embodiments, the first sliding operation can be a series of operations following a triggering operation on a locked control.
[0086] For example, please see Figure 6 , Figure 6 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 6 In the graphical user interface shown above, when the current player's press operation on the lock control is detected, the lock control can be hidden and the lock editing area can be displayed at the location of the lock control; of course, the lock control can also be left open and the lock editing area can be displayed directly around or next to the location of the lock control.
[0087] That is, to obtain Figure 6 The graphical user interface shown in the middle has a hidden lock control and a lock editing area displayed at the position of the lock control. At the same time, the current player's finger has not yet left the screen of the terminal device. When the first swipe operation of the current player in the lock editing area is detected, the lock order of the target operation identifier and the target second virtual object corresponding to the target operation identifier can be determined based on the first swipe operation.
[0088] That is, to obtain Figure 6 The graphical user interface shown below allows the target operation identifiers, including operation identifier A and operation identifier B, to be determined based on the sliding trajectory. The corresponding locking order of the target second virtual objects is: second virtual object b and second virtual object a. This allows the current player to quickly select and lock the target second virtual object through continuous operations.
[0089] In some embodiments, to facilitate players in accurately selecting and locking onto targets, the method may further include the following steps:
[0090] During the first swipe operation, in response to the target operation identifier corresponding to the swipe position of the first swipe 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, meaning that the sliding position of the first sliding operation intersects with the position of the target operation identifier.
[0092] In the embodiments of this application, the object identifier refers to an identifier that can be used to distinguish virtual objects. For example, the object identifier can be a thumbnail image of a virtual object.
[0093] Switching display styles can be done in various ways, such as color changes, size changes, pattern changes, special effects changes, and so on.
[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 at a position near the target operation identifier.
[0095] For example, please see Figure 7 , Figure 7 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 7 In the graphical user interface shown above, the current player is performing a sliding operation in the locked editing area. When the sliding position of the operation is detected to intersect with the position of operation identifier B, the object identifier of the corresponding second virtual object b can be displayed on operation identifier B, and the display style of operation identifier B can be updated.
[0096] That is, to obtain Figure 7 The graphical user interface shown below shows that 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 (its size becomes larger).
[0097] In some embodiments, to facilitate the current player in canceling the lock on the target second virtual object determined based on the first swipe operation, the method may further include the following steps:
[0098] In response to a second sliding operation that follows the first sliding operation, the locking order of the target second virtual object determined according to the first sliding operation is cancelled.
[0099] The second sliding operation ends 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 that is continuous with the first sliding operation and whose sliding end position is outside the locked editing area can be executed, that is, sliding out of the locked editing area, which can cancel the locking of the target second virtual object.
[0101] For example, please see Figure 8 , Figure 8 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 8 In the graphical user interface shown above, the target second virtual object to be locked according to the first sliding operation includes: 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 follows the first sliding operation, the locking order of the target second virtual object determined based on the first sliding operation can be canceled. That is, we obtain... Figure 8 The graphical user interface shown below has the locked editing area hidden, the lock control restored, and the lock on the second virtual object a and the second virtual object b unlocked.
[0103] In some embodiments, to facilitate players' observation of the locked target second virtual object in the game scene, the method may further include the following steps:
[0104] Get the position of the target second virtual object in the game scene;
[0105] This location displays the sequence identifier corresponding to the locking order of the target second virtual object.
[0106] In some embodiments, displaying the sequence identifier corresponding to the locking order of the target second virtual object at this location may include: displaying the sequence identifier corresponding to the locking order of the target second virtual object near the location of the target second virtual object in the game scene.
[0107] For example, please see Figure 9 , Figure 9 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 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, second virtual object b displays a sequence marker ① near its location in the game scene, and second virtual object a displays a sequence marker ② near its location in the game scene. Therefore, after the locked area is de-displayed, the player can understand which targets are locked and their locking order based on the sequence markers on the second virtual objects in the game scene.
[0108] In some embodiments, when the locking order of the target second virtual object determined by the first sliding operation is canceled according to the second sliding operation, the order identifier of the target second virtual object will also be invalidated and canceled from display.
[0109] For example, please see Figure 10 , Figure 10 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 10 In the graphical user interface shown above, the target second virtual object to be locked according to the first sliding operation includes: 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 follows the first sliding operation, the locking order of the target second virtual object determined based on the first sliding operation can be canceled. That is, we obtain... Figure 10 The graphical user interface shown below has the locked editing area hidden, the lock control restored, the lock on the second virtual object a and the second virtual object b unlocked, and the lock indicators ① and ② also removed from display.
[0111] In some embodiments, after identifying the locked target second virtual object, the method may further include the following steps to facilitate subsequent game operations for the player:
[0112] In response to the end of the selection operation, the locked editing area is de-displayed.
[0113] The end of the selection operation refers to the player's finger leaving the terminal screen after the second virtual object has been locked according to the selection operation.
[0114] For example, please see Figure 11 , Figure 11 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. The selection operation may include a first sliding operation, in... Figure 11 In the graphical user interface shown above, the second virtual objects locked based on the first swipe operation include: second virtual object a and second virtual object b, and the locking order is: second virtual object b, second virtual object a. Second virtual object b has a sequence marker ① displayed near its position in the game scene, and second virtual object a has a sequence marker ② displayed near its position in the game scene. When the first swipe operation ends, the player can trigger the cancellation of the locked editing area by lifting their finger off the terminal screen.
[0115] That is, to obtain Figure 11 The graphical user interface shown below has the locked editing area hidden, the lock control restored, and sequence markers ① and ② still displayed near the positions of the second virtual object b and a, respectively. Players can then perform subsequent game actions.
[0116] In some embodiments, the selection operation for a target operation identifier may also include a click operation within a locked editing area, which can be used to select the target operation identifier. Multiple target operation identifiers can also be selected based on a click operation.
[0117] For example, please see Figure 12 , Figure 12 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 12In the graphical user interface shown above, when the player's sequential clicks on operation identifier A and operation identifier B are detected, the target second virtual object can be determined to include: second virtual object a and second virtual object b. The locking order, determined based on the order of the clicks, can be: second virtual object a, second virtual object b. Therefore, the sequence identifiers corresponding to the target second virtual objects can be displayed in the game scene.
[0118] That is, to obtain Figure 12 The graphical user interface shown below displays sequence markers ① and ② near the positions of the second virtual object a and b, respectively. Players can then perform subsequent game actions.
[0119] In some embodiments, the method of locking virtual objects in the game scene through the locking control may include a variety of other methods. For example, by performing a second trigger operation on the locking control, a second virtual object that meets the locking conditions in the game scene may be 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] 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, once the locking order is determined, when it is necessary to interact with a second virtual object in the game scene, the target second virtual object can be selected for interaction according to the locking order.
[0123] In some embodiments, to improve the efficiency of game interaction between the first virtual object and the target second virtual object, the step "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 a game interaction event, determine the target virtual object within the interaction range corresponding to the game interaction event from the target second virtual object;
[0125] Control the first virtual object and the target virtual object to execute game interaction events.
[0126] Game interaction events instruct the first virtual object to interact with other virtual objects in the game scene. These events can include various actions, such as casting game skills on other virtual objects.
[0127] In this embodiment of the application, different game interaction events can correspond to different interaction ranges. For example, a game interaction event may include: releasing skill A. The interaction range of skill A may include: the distance between the skill A 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 that event can be obtained. Then, from multiple locked target second virtual objects, a virtual object that fits the interaction range can be selected as the target virtual object. This allows control over the first virtual object and the target virtual object to execute the game interaction event.
[0129] In some embodiments, to ensure the validity of the locking order, the method may further include the following steps:
[0130] After any one of the multiple target second virtual objects is defeated, update the locking order of the remaining target second virtual objects, and update the target operation identifier in the locked editing area.
[0131] For example, multiple target second virtual objects can include: second virtual object a and second virtual object b. The locking order can include: second virtual object a, second virtual object b, and second virtual object c. When second virtual object a is defeated, the locking order can be updated to: second virtual object b, second virtual object c. Simultaneously, the locking indicator displayed in the game scene will also be updated.
[0132] For example, please see Figure 13 , Figure 13 This is a schematic diagram illustrating an application scenario of another game control method provided in an embodiment of this application. Figure 13 In the graphical user interface shown above, the locked target second virtual objects include: second virtual object a, second virtual object b, and second virtual object c. The locking order may include: second virtual object b, second virtual object a, and second virtual object c. Sequence marker ① is displayed near the position of second virtual object b, sequence marker ② is displayed near the position of second virtual object a, and sequence marker ③ is displayed near the position of second virtual object c.
[0133] When the defeat of the second virtual object 'a' is detected, the locking order of the second virtual objects of each target can be updated. That is, the following is obtained: Figure 13 The graphical user interface shown below has the second virtual object 'a' hidden, and the lock order updated to: second virtual object 'b', second virtual object 'c'. Sequence markers ① and ② are displayed near the positions of second virtual object 'b' and second virtual object 'c', respectively. This facilitates player interaction with the remaining target second virtual objects.
[0134] This application discloses a game control method, which includes: in response to a lock trigger event, displaying a lock editing area in a graphical user interface, the lock editing area including operation identifiers 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 the lock order of the target second virtual objects corresponding to the target operation identifiers; and controlling the game interaction between the first virtual object and the target second virtual object based on the lock order. This method can fulfill the needs of game players to customize lock targets, is easy to operate, and thus improves the player's gaming experience.
[0135] To facilitate better implementation of the game control method provided in this application, this application also provides a game control device based on the above-described game control method. The meanings of the terms used are the same as in the game control method described above, and specific implementation details can be found in the descriptions within the method embodiments.
[0136] Please see Figure 14 , Figure 14 This application provides a structural block diagram of a game control device, which provides a graphical user interface via a terminal device. The graphical user interface displays at least a portion of the game scene and a first virtual object controlled by the terminal device within the game scene. The device includes:
[0137] The first display unit 301 is configured to display a lock editing area in the graphical user interface in response to a lock trigger event, the lock editing area including an operation identifier of at least one second virtual object;
[0138] The determining unit 302 is configured to determine the locking order of the target second virtual objects corresponding to the target operation identifiers in response to a selection operation for at least one target operation identifier among the operation identifiers;
[0139] 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] The first acquisition subunit is configured to acquire the sliding trajectory of the first sliding operation in response to a first sliding operation in the locked editing area;
[0142] The first determining subunit is used to determine the operation identifier that the sliding trajectory passes through in the locked editing area, and use it 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 trajectory passes the target operation identifier.
[0144] In some embodiments, the device may further include:
[0145] The second display unit is configured to, during the first sliding operation, in response to the sliding position of the first sliding operation corresponding to the target operation identifier, display the object identifier of the target second game object corresponding to the target operation identifier on the target operation identifier, and switch the display style of the target operation identifier.
[0146] In some embodiments, the device may further include:
[0147] A first cancellation unit is configured 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 that is consecutive to the first sliding operation, wherein the sliding end position of the second sliding operation is located outside the locked editing area on the graphical user interface.
[0148] In some embodiments, the device may further include:
[0149] The acquisition unit is used to acquire the 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 order of the target second virtual object at the location.
[0151] In some embodiments, the device may further include:
[0152] The second cancellation 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 objects, and the apparatus may further include:
[0154] The update 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 one of the multiple target second virtual objects is defeated.
[0155] In some embodiments, the control unit 303 may include:
[0156] The third determining subunit is used to determine, in response to a game interaction event, a target virtual object that is within the interaction range corresponding to the game interaction event from the target second virtual object;
[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] The fourth determining subunit is used to determine virtual objects in the game scene whose distance from the first virtual object meets a preset distance range, and to use them as the second virtual object;
[0160] The second acquisition subunit is used to acquire the 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 identifier 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] A subunit is provided for providing a locking control in the graphical user interface;
[0164] A display subunit is configured to display the lock editing area in the graphical user interface in response to a trigger operation on the lock control.
[0165] This application discloses a game control device. A first display unit 301, in response to a lock trigger event, displays a lock editing area on the graphical user interface. The lock editing area includes operation identifiers for at least one second virtual object. A determining unit 302, 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 objects corresponding to the target operation identifiers. A control unit 303 controls the game interaction between the first virtual object and the target second virtual object based on the lock order. This improves the player's gaming experience.
[0166] Accordingly, embodiments of this application also provide a computer device, which can be a terminal. For example... Figure 15 As shown, Figure 15 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 800 includes a processor 801 with one or more processing cores, a memory 802 with one or more computer-readable storage media, and a computer program stored on the memory 802 and executable on the processor. The processor 801 and the memory 802 are electrically connected. Those skilled in the art will understand 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, or combine certain components, or have different component arrangements.
[0167] The processor 801 is the control center of the computer device 800. It connects various parts of the computer device 800 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 802, and calling data stored in the memory 802, it performs various functions of the computer device 800 and processes data, thereby monitoring the computer device 800 as a whole.
[0168] In this embodiment, the processor 801 in the computer device 800 loads the instructions corresponding to the processes of one or more applications into the memory 802 according to the following steps, and the processor 801 runs the applications stored in the memory 802 to achieve various functions:
[0169] In response to a lock trigger event, a lock editing area is displayed in the graphical user interface. The lock editing area includes an operation identifier corresponding to at least one second virtual object.
[0170] In response to a selection operation for at least one target operation identifier among the operation identifiers, determine the locking order of the target second virtual objects corresponding to the target operation identifiers;
[0171] The game interaction between 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 for at least one target operation identifier among the operation identifiers, determining the locking order of the target second virtual objects corresponding to the target operation identifiers includes:
[0173] In response to a first sliding operation in the locked editing area, obtain the sliding trajectory of the first sliding operation;
[0174] Identify the operation markers that the sliding trajectory passes through in the locked editing area, and use them as the target operation markers;
[0175] The locking order of the second virtual object of the target is determined based on the order in which the sliding trajectory passes through the target operation identifier.
[0176] In some embodiments, the method further includes:
[0177] During the first swipe operation, in response to the target operation identifier corresponding to the swipe position of the first swipe 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 includes:
[0179] In response to a second sliding operation that follows 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 outside the locked editing area on the graphical user interface.
[0180] In some embodiments, the method further includes:
[0181] Get the position of the target second virtual object in the game scene;
[0182] The location displays the sequence identifier corresponding to the locking order of the target second virtual object.
[0183] In some embodiments, the method further includes:
[0184] In response to the end of the selection operation, the locked editing area is de-displayed.
[0185] In some embodiments, the target second virtual object includes multiple objects, and the method further includes:
[0186] After any one of the multiple target second virtual objects is defeated, update the locking order of the remaining target second virtual objects, and update the target operation identifier in the locked editing area.
[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 a game interaction event, determine the target virtual object within the interaction range corresponding to the game interaction event from the target second virtual object;
[0189] Control the first virtual object and the target virtual object to execute game interaction events.
[0190] In some embodiments, displaying a locked editing area in the graphical user interface includes:
[0191] The virtual objects in the game scene whose distance from the first virtual object meets the preset distance range are identified as the second virtual objects;
[0192] Obtain the relative position information between the second virtual object and the first virtual object;
[0193] Based on relative position information, determine and display the display position of the operation identifier of the second virtual object in the locked editing area.
[0194] In some embodiments, in response to a lock trigger event, displaying a lock editing area in the graphical user interface includes:
[0195] Provide a locking control in the graphical user interface;
[0196] In response to a trigger action on the locked control, the locked editing area is displayed in the graphical user interface.
[0197] This solution displays a lock editing area in the graphical user interface in response to a lock trigger event. 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, the locking order of the target second virtual objects corresponding to the target operation identifier is determined. The game interaction between the first virtual object and the target second virtual object is controlled based on the locking order. This fulfills the player's need to customize the lock target, offering convenient operation and improving the player's gaming experience.
[0198] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0199] Optional, such as Figure 15 As shown, the computer device 800 also includes: a touch screen display 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 display 803, the radio frequency circuit 804, the audio circuit 805, the input unit 806, and the power supply 807. Those skilled in the art will understand that... Figure 15 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0200] The touch display screen 803 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 803 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 801. It can also receive and execute commands from the processor 801. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 801 to determine the type of touch event. Subsequently, the processor 801 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 803 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 803 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 803 can also be used as part of the input unit 806 to achieve input functions.
[0201] The radio frequency circuit 804 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
[0202] Audio circuitry 805 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 805 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 805, converted back into audio data, and output to processor 801 for processing. The audio data is then transmitted via radio frequency circuitry 804 to, for example, another computer device, or output to memory 802 for further processing. Audio circuitry 805 may also include an earphone jack to facilitate communication between peripheral headphones and computer devices.
[0203] The input unit 806 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0204] Power supply 807 is used to supply power to various components of computer device 800. Optionally, power supply 807 can be logically connected to processor 801 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 807 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0205] although Figure 15 As not shown in the diagram, the computer device 800 may also include a camera, sensors, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0206] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0207] As can be seen from the above, the computer device provided in this embodiment can, in response to a lock trigger event, display a lock editing area in a graphical user interface, the lock editing area including an operation identifier corresponding to at least one second virtual object; in response to a selection operation for at least one target operation identifier among the operation identifiers, determine the lock order of the target second virtual objects corresponding to the target operation identifiers; and control the game interaction between the first virtual object and the target second virtual object based on the lock order.
[0208] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0209] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the game control methods provided in embodiments of this application. For example, the computer program can execute the following steps:
[0210] In response to a lock trigger event, a lock editing area is displayed in the graphical user interface. The lock editing area includes an operation identifier corresponding to at least one second virtual object.
[0211] In response to a selection operation for at least one target operation identifier among the operation identifiers, determine the locking order of the target second virtual objects corresponding to the target operation identifiers;
[0212] The game interaction between 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 for at least one target operation identifier among the operation identifiers, determining the locking order of the target second virtual objects corresponding to the target operation identifiers includes:
[0214] In response to a first sliding operation in the locked editing area, obtain the sliding trajectory of the first sliding operation;
[0215] Identify the operation markers that the sliding trajectory passes through in the locked editing area, and use them as the target operation markers;
[0216] The locking order of the second virtual object of the target is determined based on the order in which the sliding trajectory passes through the target operation identifier.
[0217] In some embodiments, the method further includes:
[0218] During the first swipe operation, in response to the target operation identifier corresponding to the swipe position of the first swipe 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 includes:
[0220] In response to a second sliding operation that follows 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 outside the locked editing area on the graphical user interface.
[0221] In some embodiments, the method further includes:
[0222] Get the position of the target second virtual object in the game scene;
[0223] The location displays the sequence identifier corresponding to the locking order of the target second virtual object.
[0224] In some embodiments, the method further includes:
[0225] In response to the end of the selection operation, the locked editing area is de-displayed.
[0226] In some embodiments, the target second virtual object includes multiple objects, and the method further includes:
[0227] After any one of the multiple target second virtual objects is defeated, update the locking order of the remaining target second virtual objects, and update the target operation identifier in the locked editing area.
[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 a game interaction event, determine the target virtual object within the interaction range corresponding to the game interaction event from the target second virtual object;
[0230] Control the first virtual object and the target virtual object to execute game interaction events.
[0231] In some embodiments, displaying a locked editing area in the graphical user interface includes:
[0232] The virtual objects in the game scene whose distance from the first virtual object meets the preset distance range are identified as the second virtual objects;
[0233] Obtain the relative position information between the second virtual object and the first virtual object;
[0234] Based on relative position information, determine and display the display position of the operation identifier of the second virtual object in the locked editing area.
[0235] In some embodiments, in response to a lock trigger event, displaying a lock editing area in the graphical user interface includes:
[0236] Provide a locking control in the graphical user interface;
[0237] In response to a trigger action on the locked control, the locked editing area is displayed in the graphical user interface.
[0238] This solution displays a lock editing area in the graphical user interface in response to a lock trigger event. 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, the locking order of the target second virtual objects corresponding to the target operation identifier is determined. The game interaction between the first virtual object and the target second virtual object is controlled based on the locking order. This fulfills the player's need to customize the lock target, offering convenient operation and improving the player's gaming experience.
[0239] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0240] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0241] Since the computer program stored in the computer-readable storage medium can execute the steps in any of the game control methods provided in the embodiments of this application, the beneficial effects that any of the game control methods provided in the embodiments of this application can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.
[0242] The foregoing has provided a detailed description of a game control method, apparatus, computer-readable storage medium, and computer device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A game control method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays content including at least a portion of the game scene and a first virtual object controlled by the terminal device within the game scene. In response to a lock trigger event, a lock editing area is displayed in the graphical user interface, the lock editing area including an operation identifier corresponding to at least one second virtual object; In response to a selection operation for at least one target operation identifier among the operation identifiers, the locking order of the target second virtual objects corresponding to the target operation identifier is determined; Based on the locking sequence, control the game interaction between the first virtual object and the target second virtual object; Wherein, determining the locking order of the target second virtual object corresponding to the target operation identifier in response to a selection operation for at least one target operation identifier among the operation identifiers includes: In response to a first sliding operation in the locked editing area, the sliding trajectory of the first sliding operation is obtained; The operation identifier that the sliding trajectory passes through in the locked editing area is determined as the target operation identifier; The locking order of the target second virtual object is determined based on the order in which the sliding trajectory passes the target operation identifier.
2. The method according to claim 1, characterized in that, The method further includes: 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.
3. The method according to claim 1, characterized in that, The method further includes: In response to a second sliding operation that occurs consecutively 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 outside the locked editing area on the graphical user interface.
4. The method according to claim 1, characterized in that, The method further includes: Obtain the position of the target second virtual object in the game scene; The lock order of the target second virtual object is displayed at the location.
5. The method according to claim 1, characterized in that, The method further includes: In response to the end of the selection operation, the locked editing area is de-displayed.
6. The method according to claim 1, characterized in that, The target second virtual object includes multiple objects, and the method further includes: After any one of the multiple 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.
7. The method according to claim 1, characterized in that, The method of controlling the game interaction between the first virtual object and the target second virtual object based on the locking order includes: In response to a game interaction event, a target virtual object within the interaction range corresponding to the game interaction event is determined from the target second virtual object; Control the first virtual object and the target virtual object to execute the game interaction event.
8. The method according to claim 1, characterized in that, The step of displaying the locked editing area in the graphical user interface includes: A virtual object in the game scene whose distance from the first virtual object meets a preset distance range is identified as the second virtual object; Obtain the relative position information between the second virtual object and the first virtual object; Based on the relative position information, the display position of the operation identifier of the second virtual object is determined and displayed in the locked editing area.
9. The method according to claim 1, characterized in that, The step of displaying a locked editing area in the graphical user interface in response to a lock trigger event includes: A locking control is provided in the graphical user interface; In response to a trigger operation on the lock control, the lock editing area is displayed in the graphical user interface.
10. A game control device, characterized in that, The device provides a graphical user interface via a terminal device, the content of which displays at least a portion of the game scene and a first virtual object controlled by the terminal device within the game scene. The device includes: A first display unit is configured to display a lock editing area in the graphical user interface in response to a lock trigger event, the lock editing area including an operation identifier of at least one second virtual object; A determining unit is configured to, in response to a selection operation for at least one target operation identifier among the operation identifiers, determine the locking order of the target second virtual objects corresponding to the target operation identifiers; A control unit is configured to control the game interaction between the first virtual object and the target second virtual object based on the locking sequence. The determining unit is further configured to: in response to a first sliding operation in the locked editing area, acquire the sliding trajectory of the first sliding operation; determine the operation identifier that the sliding trajectory passes through in the locked editing area as the target operation identifier; and determine the locking order of the target second virtual object based on the order in which the sliding trajectory passes through the target operation identifier.
11. 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, it implements the game control method as described in any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to execute the game control method according to any one of claims 1 to 9.
Citation Information
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