Control method and device in game, electronic equipment and readable storage medium

By displaying the reduced interface of multiple game accounts in the game interface, players can control the controlled roles of different game accounts without switching the full screen interface, solving the problems of cumbersome operation processes and low efficiency in the existing technology, and achieving more efficient multi-account control and improved gaming experience.

CN119680187AActive Publication Date: 2025-03-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411716319.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-26
Publication Date
2025-03-25
Estimated Expiration
2044-11-26

AI Technical Summary

Technical Problem

In the existing game technology, when players control multiple game accounts, the operation process is cumbersome and they need to frequently switch the game interface, resulting in high time cost and low efficiency, which is especially unfavorable to game scenes with fierce battle situations.

Method used

The graphical user interface displays the reduced interface of multiple game accounts, and allows players to control the controlled characters of different game accounts to configure game behavior without switching the full screen interface without switching the full screen interface.

Benefits of technology

It simplifies the operation process of players in controlling multiple accounts, reduces the duration of account switching, and improves the efficiency and gaming experience of multi-account control.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a control method and device in a game, electronic equipment and a readable storage medium. The method comprises the steps that a first game interface corresponding to a first game account is displayed, and the first game account is associated with at least one second game account; in response to a first trigger operation for a preset event, displaying the first zoom-out interface and the at least one second zoom-out interface in a non-overlapping manner; the first zoom-out interface is obtained after the first game interface is zoomed out according to a first proportion, and the second zoom-out interface is obtained after the second game interface is zoomed out according to the first proportion; in response to the interface selection instruction, determining the first zoom-out interface or a target zoom-out interface in the second zoom-out interface; and in response to the first configuration operation, configuring a game behavior for a controlled role controlled by a game account corresponding to the target reduced interface. According to the method, the efficiency of acquiring the game information corresponding to different accounts by a player can be improved while the switching duration when the different accounts are controlled is reduced.
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Description

Technical Field

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

[0002] In related games, a player can open multiple game accounts in the game application, and control different characters through different game accounts to obtain a richer gaming experience and explore different game plots.

[0003] In the related art, a player can have multiple game accounts in a game application, a main account and multiple sub-accounts, and the account controls corresponding to each account are displayed simultaneously in the game interface. Generally, a player can only select one game account to control at a time. If a player needs to control a sub-account while controlling the main account, the game interface corresponding to the main account needs to be switched to the game interface corresponding to the sub-account, that is, the game interface corresponding to the sub-account at least partially covers the game interface corresponding to the main account, and then only the sub-account can be controlled.

[0004] In the above method, the control process of each game account is relatively complicated, involving repeated switching of multiple game interfaces, cumbersome operations, high time cost, and not conducive to intense game scenes. In addition, players are less efficient in obtaining game information corresponding to different game accounts.

[0005] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present application, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0006] In view of this, the present application provides a control method, device, electronic device and computer-readable storage medium in the game, which can simplify the player's control operation process for multiple accounts and reduce the switching time when controlling different accounts, thereby improving the player's control efficiency for multiple accounts, improving the player's efficiency in obtaining game information corresponding to different game accounts, and enhancing the player's gaming experience.

[0007] In a first aspect, an embodiment of the present application provides a control method in a game, the method comprising: displaying a first game interface corresponding to a first game account through a graphical user interface, the first game account being associated with at least one second game account;

[0008] In response to a first trigger operation for a preset event, a first reduced interface and at least one second reduced interface are displayed through a graphical user interface; the first reduced interface is a game interface obtained by reducing the first game interface according to a first ratio, and the second reduced interface is a game interface obtained by reducing the second game interface corresponding to the second game account according to the first ratio; a display area of ​​the first reduced interface and a display area of ​​the second reduced interface do not overlap;

[0009] In response to the interface selection instruction, determining a target zoom-out interface, where the target zoom-out interface includes a first zoom-out interface or a second zoom-out interface;

[0010] In response to the first configuration operation, a game behavior to be executed is configured for a controlled character controlled by the game account corresponding to the target zoom-out interface.

[0011] In a second aspect, an embodiment of the present application provides a control device in a game, the device comprising: a display unit, a determination unit, and a configuration unit;

[0012] A display unit, configured to display a first game interface corresponding to a first game account through a graphical user interface, wherein the first game account is associated with at least one second game account;

[0013] The display unit is further used to display a first reduced interface and at least one second reduced interface through a graphical user interface in response to a first trigger operation for a preset event; the first reduced interface is a game interface obtained by reducing the first game interface according to a first ratio, and the second reduced interface is a game interface obtained by reducing the second game interface corresponding to the second game account according to the first ratio; the display area of ​​the first reduced interface and the display area of ​​the second reduced interface do not overlap;

[0014] a determining unit, configured to determine a target zoom-out interface in response to the interface selection instruction, wherein the target zoom-out interface includes a first zoom-out interface or a second zoom-out interface;

[0015] The configuration unit is used to configure the game behavior to be executed for the controlled character controlled by the game account corresponding to the target reduction interface in response to the first configuration operation.

[0016] In a third aspect, an embodiment of the present application provides an electronic device, including:

[0017] Processor; and

[0018] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method of the first aspect is executed.

[0019] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method of the first aspect.

[0020] In the control method in the game provided by the present application, a first game interface corresponding to a first game account is displayed through a graphical user interface, that is, the first game interface fills the graphical user interface, and the first game account is associated with at least one second game account; in response to a first trigger operation of a preset event, a first zoomed-out interface and at least one second zoomed-out interface are displayed through the graphical user interface; the first zoomed-out interface is a zoomed-out game interface obtained by reducing the first game interface by a first ratio, and the second zoomed-out interface is a zoomed-out game interface obtained by reducing the second game interface corresponding to the second game account by a first ratio; the display area of ​​the first zoomed-out interface and the display area of ​​the second zoomed-out interface do not overlap; in response to an interface selection instruction, a target zoomed-out interface is determined, and the target zoomed-out interface includes the first zoomed-out interface, or the second zoomed-out interface; in response to a first configuration operation, a game behavior to be executed is configured for a controlled character controlled by the game account corresponding to the target zoomed-out interface.

[0021] It can be seen that in the present application, when a preset event is triggered, the reduced game interfaces corresponding to at least some of the multiple game accounts owned by the player can be displayed simultaneously in the graphical user interface, and the reduced game interfaces do not overlap. In this way, compared with the related art, the embodiment of the present application reduces the switching process between game interfaces caused by controlling different game accounts while ensuring that the player can intuitively grasp the game status of different controlled characters, and further reduces the switching time when the player controls different game accounts, thereby improving the player's control efficiency over multiple accounts and enhancing the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the description of the embodiments of the present application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.

[0023] Figure 1 This is a schematic diagram of an interface display example of controlling multiple accounts in a game in the related art;

[0024] Figure 2 This is another example of an interface display schematic diagram for controlling multiple accounts in a game in the related art;

[0025] Figure 3 A schematic diagram of an example of a game system for implementing a control method in a game provided by an embodiment of the present application;

[0026] Figure 4 A flowchart of an example of a control method in a game provided in an embodiment of the present application;

[0027] Figure 5 A schematic diagram of an example interface display showing multiple reduced interfaces provided in an embodiment of the present application;

[0028] Figure 6 A schematic diagram of an interface display example showing a zoomed-out interface and account controls at the same time provided in an embodiment of the present application;

[0029] Figure 7 A schematic diagram of an interface display example for configuring game behaviors for a controlled character provided in an embodiment of the present application;

[0030] Figure 8 A schematic diagram of an example of an interface display when a terminal device provided in an embodiment of the present application adjusts its placement posture and displays a reduced interface;

[0031] Fig. 9 A schematic diagram of an interface display example of displaying prompt information at a corresponding position of an account control provided in an embodiment of the present application;

[0032] Fig.10 A schematic diagram of the structure of a control device in a game provided by an embodiment of the present application;

[0033] Fig.11 A structural block diagram of an electronic device for implementing a control method in a game is provided for an embodiment of the present application. DETAILED DESCRIPTION

[0034] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.

[0035] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0036] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, "several" refers to one or more, and "multiple" refers to two or more. "And / or" is only a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0037] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0038] Before describing the implementation methods of the present application in detail, the related technologies are first further introduced.

[0039] like Figure 1 As shown, Figure 1 An example of a multi-account control interface display schematic diagram in the related art is provided.

[0040] exist Figure 1 The graphical user interface 1000 shown includes a first area 100 and a second area 101; wherein, in the first area 100, account controls 1, 2, 3 and 4 are generated, wherein each account control corresponds to a game account currently logged in by the player. Specifically, in the second area 101, the game interface of the game account corresponding to the account control 1 is currently displayed, and the character identification 1 of the virtual character 1 controlled by the game account corresponding to the account control 1, and the behavior control 2, 3 and 4 that can configure the game behavior for the virtual character 1 are displayed in the game interface. If the player wants to configure the game behavior for the virtual character 1, he can apply a click operation to a certain behavior control. For example, in a turn-based battle game, the game behavior corresponding to a certain behavior control can be determined as the game behavior to be executed by the virtual character 1 in the next round.

[0041] If the player wants to configure the game behavior for the character 2 controlled by the game account corresponding to the account control 2, the player can perform a click operation on the account control 2. In response to the click operation, the game interface displayed in the first area 101 can be switched to the game interface of the game account corresponding to the account control 2, that is, the interface 1000 is switched to the interface 1001, and the game interface of the game account corresponding to the account control 2 is displayed in the interface 1001. The game interface may include the character identification 5 of the virtual character 2 controlled by the game account corresponding to the account control 2, and the behavior control 6, behavior control 7 and behavior control 8 that can configure the game behavior for the virtual character 2 corresponding to the character identification 5, so that the player can configure the game behavior of the virtual character 2 based on the behavior controls 6 to 8.

[0042] Or, if Figure 2 As shown, in the graphical user interface 1002, a game interface 102 corresponding to the main account logged in by the player is displayed in full screen, and the account control 1 corresponding to the main account, as well as the account controls 9, 10 and 11 corresponding to the three sub-accounts with which the main account has a subordinate relationship are displayed in the game interface 102. Based on this, when the player wants to control the sub-account corresponding to the account control 11, the player needs to click the account control 11 as shown in the interface 1002 to switch the interface 1002 to the interface 1003, and display the game interface 102 corresponding to the main account in the low-level layer in the interface 1003, and cover the game interface 102 corresponding to the sub-account corresponding to the account control 11. 03, the behavior controls 12 and 13 of the controlled character controlled by the sub-account are displayed in the game interface 103, and accordingly, the account controls corresponding to the accounts associated with the sub-account are also displayed on the left side of the game interface 103; in addition, a close control 14, a shrink control 15 and a minimize control 16 are also displayed, wherein the close control 14 is used to close the game interface 103 to make the game interface 103 invisible, or the close control 14 is used to log out of the game account corresponding to the account control 11; the shrink control 15 is used to shrink the game interface 103 to reduce the coverage of the game interface 103 on the game interface 102; the minimize control 16 can switch the interface 1003 to the interface 1002.

[0043] After the player completes the control of the sub-account corresponding to the account control 11 based on the interface 103, if he wants to return to the game interface 102 of the main account, he needs to trigger the reduction control 15 or the minimize control 16 in the game interface 103 to display the game interface 102 in full screen.

[0044] It can be seen that in the above method, the game interface must be switched each time first, and then the game interface must be controlled. When switching the game interface, at least part of the game interfaces corresponding to the remaining game accounts are covered. The control process for each game account is relatively cumbersome, involving repeated switching of multiple game interfaces. The operation is cumbersome and the time cost is high, which is not conducive to game scenes with intense battles.

[0045] Based on the above-mentioned problems, the embodiments of the present application provide a control method, device, electronic device and computer-readable storage medium in a game.

[0046] The control method in the game provided by the embodiment of the present application can be performed by an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, or a laptop computer. The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or it can be implemented as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules for providing distributed services), or it can be implemented as a single software or software module. The embodiment of the present application does not specifically limit this.

[0047] In an optional embodiment, when the control method in the game is run on a terminal device, the terminal device stores a game application and a game virtual scene. The terminal device interacts with the player through a graphical user interface. The terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal device, or the graphical user interface may be presented through holographic projection.

[0048] In an optional embodiment, when the control method in the game runs on the server, the method can be implemented and executed based on the cloud game system. The cloud game system refers to a game method based on cloud computing. The cloud game system includes a server and a client device. The running body of the game application and the game screen presentation body are separated, and the storage and operation of the control method in the game are completed on the server. The game screen presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is a server in the cloud. When playing the game, the player operates the client to send instructions to the server, and the server controls the running of the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.

[0049] It should be noted that in the embodiments of the present application, the execution subject of the control method in the game can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of the execution subject.

[0050] For example, in combination with the above introduction, Figure 3 A game system 5000 for implementing a control method in a game provided by an embodiment of the present application is shown. The game system 5000 may include at least one terminal 5001, at least one server 5002, and a network. The terminal 5001 held by the player can be connected to servers of different games through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.

[0051] In the above-mentioned game system 5000, terminal 5001 is used to install and run game applications. In some cases, the game application does not need to be installed in advance in terminal 5001, and the player can directly access the game through a client such as a browser. Players use the registered game account to log in to the game application, and can control the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, terminal 5001 will send a login request to server 5002, and server 5002 will verify the game account used by the player. At the same time, server 5002 determines the game mechanism corresponding to the game account based on the login request. If the verification is successful, a login success notification will be returned to terminal 5001 (such as Figure 3As shown, terminal 5001 can log in to multiple game accounts at the same time, and the game server 2002 and terminal 5001 can exchange data for different game accounts). In the process of players participating in the game through the game application, the terminal 5001 and the server 5002 exchange data, and the terminal 5001 sends various information to the server 5002. The server 5002 determines the display data of the terminal 5001 according to the stored game mechanism (such as the control method in the game provided by this application) and the received information, and sends the display data to the terminal 5001, so that the display data sent by the server 5002 can be displayed to the player through the terminal 5001.

[0052] In possible application scenarios, different terminals 5001 may be served by different servers 5002. Therefore, in order to distinguish the servers 5002 corresponding to different game terminals 5001, the first and second methods will be used for description when involved in the embodiments of the present application. In fact, the servers 5002 corresponding to different game terminals 5001 may be the same server 5002. Therefore, without distinguishing between the first and the second, it can be understood that the terminals 5001 corresponding to the virtual characters in the same game scene are served by the same server 5002.

[0053] In addition, when the game system 5000 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 such as 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. In addition, the game system 5000 may include multiple databases, multiple databases are coupled to different servers, and game-related information can be continuously stored in the database when different players play multi-player games online.

[0054] It should be noted that Figure 3 The game system diagram shown is only an example. The game system 5000 described in the embodiment of the present application is to more clearly illustrate the technical solution of the embodiment of the present application, and does 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 the game system 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.

[0055] It should be noted that the operations that occur in the subsequent detailed introduction of the control method in the game provided by the embodiment of the present application can all be regarded as operations performed by the player through fingers or controlling a medium such as a mouse, keyboard, or stylus. The specific medium to be used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, or a game console, the player can operate on the touch screen through any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can operate through an external device such as a mouse or keyboard.

[0056] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.

[0057] like Figure 4 As shown, Figure 4 This is a flow chart of an example of a control method in a game provided by an embodiment of the present application. It should be noted that the steps shown can be performed in a logical order different from that shown in the flow chart of the method. The method may include the following steps S310 to S340.

[0058] Step S310: displaying a first game interface corresponding to a first game account through a graphical user interface, where the first game account is associated with at least one second game account.

[0059] Step S320: In response to a first trigger operation of a preset event, a first zoomed-out interface and at least one second zoomed-out interface are displayed through a graphical user interface; the first zoomed-out interface is a zoomed-out game interface obtained by shrinking the first game interface according to a first ratio, and the second zoomed-out interface is a zoomed-out game interface obtained by shrinking the second game interface corresponding to the second game account according to the first ratio; the display area of ​​the first zoomed-out interface and the display area of ​​the second zoomed-out interface do not overlap.

[0060] Step S330: In response to the interface selection instruction, determine a target zoom-out interface, where the target zoom-out interface includes a first zoom-out interface or a second zoom-out interface.

[0061] Step S340: In response to the first configuration operation, a game behavior to be executed is configured for a controlled character controlled by the game account corresponding to the target zoom-out interface.

[0062] The above steps S310 to S340 are described in detail below.

[0063] Step S310: displaying a first game interface corresponding to a first game account through a graphical user interface, where the first game account is associated with at least one second game account.

[0064] The graphical user interface is a visual representation and operation interface for players to interact with virtual games. Various interface contents in the game interface of the virtual game are presented in the graphical user interface; for example, each interface content is displayed in full screen, or each interface content is displayed in a partial area of ​​the graphical user interface, i.e., a small screen display. The game interface of the virtual game may include at least part of the game scene and control components, etc., which are used to display the style of the game world and guide user operations.

[0065] In a graphical user interface, a variety of interface contents to be displayed in a game interface are usually presented in layers. Layers refer to a layered display method in a graphical user interface. Different interface contents can be placed on different layers to better control the display and hiding of each interface content. For example, the game scene can be placed on a scene layer, that is, the scene layer is mainly used to render the game world and the objects therein, including characters, environments, dynamic elements, etc. The display of various UI (User Interface) elements is placed on the UI layer. For example, UI elements can include but are not limited to various operation controls, information panels for displaying various game information (such as chat interfaces, character status panels, etc.), game zoomed-out maps, and other elements. Since UI elements are interface elements for players to interact with games, generally, the display level of the UI layer where UI elements are placed is higher than the scene layer of the game scene. That is, the display level of each UI element is higher than the display level of the scene screen.

[0066] In this embodiment, players can register multiple game accounts in one game application to experience the game, where a game account can be understood as a personal account registered and used by the player in the game, which is used to save all the player's data in the game, including but not limited to the character information, level, equipment, props, achievements, etc. of the controlled character controlled by the player; login verification through username and password can ensure the security of player data.

[0067] It is understandable that the purpose of a player logging into multiple game accounts in a game application is to control different controlled characters through different game accounts to obtain a richer game experience and explore different game plots. In this embodiment, the virtual character controlled by the first game account is referred to as the first controlled character, and the virtual character controlled by the second game account is referred to as the second controlled character. For example, a player runs multiple game program instances simultaneously through the same device, then logs in to different game accounts in different game instances and runs the game, so that the player can control different characters simultaneously through one device.

[0068] Furthermore, a player controls multiple controlled characters during the game. Usually, these multiple controlled characters will form a team, that is, play the game as a team. However, the multiple controlled characters controlled by a player can also belong to different game camps to fight in the same battle; or, the player can also control multiple controlled characters to perform different game tasks respectively. For example, when the player controls character A, character B and character C respectively, the player can control character A to perform a battle game task in area 1, control character B to perform a resource collection game task in area 2, control character C to perform a puzzle game task in area 3, etc. In this embodiment, there is no restriction on the status of multiple controlled characters controlled by a player performing game tasks in the game.

[0069] The above-mentioned controlled characters are scene elements displayed in the scene layer. Among them, the controlled characters are models that players can control to move in the game. The model can be a model used to represent the player's image or a model of a virtual object that constitutes the game scene. The model can be a three-dimensional virtual model or a two-dimensional virtual model, which is not specifically limited in this embodiment. The controlled characters include but are not limited to at least one of virtual people, virtual animals, virtual machinery, virtual buildings, and virtual plants.

[0070] It should be noted that the game scene in the game interface is obtained by shooting with a virtual camera at a specific viewing angle. The viewing angle is the angle at which the virtual scene is observed by the virtual camera. For example, in a first-person game, the virtual camera can be set at the head (e.g., eye position) of the controlled character controlled by the player, and the virtual camera moves with the movement of the controlled character, and the direction of the virtual camera rotates with the rotation of the virtual subject. Therefore, the virtual game scene is a part of the game scene within a preset range in front of the controlled character, and the controlled character is not displayed. For another example, in a third-person game, the virtual camera can be set directly above or above the controlled character controlled by the player, so the virtual game scene is a part of the game scene including the controlled character. Optionally, in addition to the first-person perspective and the third-person perspective, the perspective also includes other perspectives, such as a bird's-eye view; when a bird's-eye view is adopted, the virtual camera can be located above the head of the controlled character, and the bird's-eye view is a perspective from an aerial perspective to observe the virtual environment. Optionally, the virtual camera will not be actually displayed in the virtual environment, that is, the virtual camera is not displayed in the virtual environment displayed in the user interface.

[0071] In the embodiment of the present application, the virtual game is a third-person game as an example, that is, the controlled character controlled by the game account corresponding to the game interface is displayed in the game interface; for example, the game scene displayed in the first game interface includes the first controlled character controlled by the first game account, and the game scene displayed in the second game interface includes the second controlled character controlled by the second game account. It should be noted that the first controlled character and the second controlled character can be displayed simultaneously in one game interface (the first game interface or the second game interface), or only the first controlled character is displayed in the first game interface, and only the second controlled character is displayed in the second game interface. This embodiment does not specifically limit this.

[0072] In this embodiment, when a player corresponds to multiple game accounts in the game, the game accounts are usually associated with each other to ensure that the game system can identify which accounts belong to the same player and thereby execute the corresponding game logic. For example, a player may correspond to a main account and multiple sub-accounts, and the main account and the sub-accounts have a subordinate relationship, so that certain specific game functions of each sub-account can be controlled through the main account; or, the multiple game accounts corresponding to a player do not have a subordinate relationship but only an associated relationship, so as to identify which game accounts belong to the same player through the associated relationship.

[0073] It is understandable that the association relationship can be identified through the identity information when the player registers the game account.

[0074] In the above step S310, the first game interface can be understood as a game interface currently displayed in the graphical user interface among the game interfaces corresponding to the multiple game accounts corresponding to the player controlling the terminal device, and the game account corresponding to the first game interface currently displayed is the first game account;

[0075] The above-mentioned second game account is a game account that has an associated relationship with the first game account, that is, the remaining accounts registered by the player who registered the first game account in the same game; in this embodiment, the game interface corresponding to the second game account is called the second game interface, and the second game interface is at least one game interface that is not currently displayed on the graphical user interface, that is, in this embodiment, the number of second game interfaces corresponds to the number of second game accounts, which can be one or more.

[0076] It should be noted that the above-mentioned first game interface is displayed in the graphical user interface, which means that only the first game interface is currently displayed in the graphical user interface. For example, the first game interface is displayed in full screen in the graphical user interface, that is, the first game interface occupies the entire graphical user interface in a maximized manner, so that the player can get a larger and clearer game field of view.

[0077] It should be noted that in the embodiment of the present application, the interface content in the first game interface or the interface content in the second game interface can be adjusted according to the progress of the game, that is, the first game interface and the second game interface are only used to indicate which game account the currently displayed interface corresponds to, and do not limit the specific interface content in the displayed interface.

[0078] Optionally, when the first game interface of the first game account is displayed in the graphical user interface, multiple account controls may be displayed in a floating manner on the first game interface, and the multiple account controls may include a first account control corresponding to the first game account and a second account control corresponding to at least one second game account. Based on these account controls, the player may control different game accounts. It is understandable that, in this embodiment, the account controls displayed in a floating manner on the first game interface may not be used as the interface content of the first game interface. Therefore, when the first game interface is reduced in size for display, these account controls are not included in the interface content of the first reduced interface.

[0079] Step S320: In response to a first trigger operation for a preset event, a first reduced interface and at least one second reduced interface are displayed through the graphical user interface; the first reduced interface is a reduced game interface obtained by reducing the first game interface by a first ratio, and the second reduced interface is a reduced game interface obtained by reducing the second game interface corresponding to the second game account by the first ratio; the display area of ​​the first reduced interface and the display area of ​​the second reduced interface do not overlap.

[0080] In this embodiment, the above-mentioned preset events can be understood as game events that require players to control all controlled characters controlled by multiple game accounts in the same game event, for example, team battle game events, cooperative puzzle-solving game events, cooperative resource collection events, etc. This embodiment does not specifically limit this.

[0081] The triggering operation of the above-mentioned preset event can be a touch operation such as pressing, clicking, sliding, etc., or a shortcut key operation, voice command operation, etc., of the triggering control associated with the preset event displayed in the first game interface by the player; or it can also be a movement operation such that the distance between the first controlled character controlled by the player and the enemy controlled character or a specific non-player character is less than a preset distance, etc., without specific limitation. For example, when the preset event is a battle event, the battle event can be triggered when the distance between the first controlled character controlled by the player and the enemy controlled character is less than the preset distance.

[0082] In response to the above-mentioned preset event being triggered, the state of displaying the first game interface in the graphical user interface can be switched to displaying a first reduced interface corresponding to the first game interface in the graphical user interface, and a second reduced interface corresponding to at least one second game interface that can occupy a larger screen area for display.

[0083] It is understandable that due to the limitation of the screen size of the terminal device, for the player's visual experience, when the player controls multiple game accounts, the graphical user interface provided by the terminal device may only display part of the reduced interface when displaying multiple reduced interfaces at the same time.

[0084] Optionally, the other undisplayed reduced interfaces can be switched from the reduced interface displayed in the graphical user interface to the other undisplayed reduced interfaces by responding to the reduced interface switching operation; the reduced interface includes the first reduced interface and / or the second reduced interface. Optionally, the reduced interface switching operation may include but is not limited to: touch operations such as sliding operations, clicking operations, pressing operations, or shortcut key operations, voice command operations, air gesture operations, etc. For example, a player can apply a sliding operation in the graphical user interface to switch the reduced interfaces currently displayed in the graphical user interface to reduced interfaces that are not displayed.

[0085] Alternatively, the first reduced interface and the second reduced interface may also be displayed in a scrolling manner in the graphical user interface, that is, each reduced interface is cyclically scrolled in the graphical user interface, which will not be described in detail.

[0086] In this embodiment, when the state of displaying the first game interface in full screen is switched to the state of displaying the reduced interface, at this time, the first reduced interface corresponding to the first game interface can be preferentially displayed in the graphical user interface.

[0087] The first reduced interface is a game interface obtained by scaling down the first game interface displayed in full screen in equal proportion according to the first ratio, that is, the first game interface is reduced without changing the aspect ratio of the first game interface. In this way, the distortion caused by the reduction of each game interface can be avoided, so that the game interface looks natural without losing its original beauty, and is consistent with the original real layout, reducing the cognitive burden of the player. Similarly, the second game interface corresponding to each second game account is reduced according to the same first ratio to obtain the second reduced interface corresponding to each second game account; it should be noted that, in this embodiment, although the second game interface corresponding to the second game account is not currently displayed in the graphical user interface, its preset display resolution is a resolution that can be displayed in full screen, therefore, when displaying the reduced interface, the originally preset size needs to be adjusted for display.

[0088] The first ratio is a preset scaling ratio, which is not specifically limited in this embodiment.

[0089] It should be noted that when the first reduced interface and at least one second reduced interface are displayed in the graphical user interface, the reduced interfaces do not overlap, that is, there is no occlusion between the reduced interfaces. In this way, the player can see multiple game interfaces at the same time, and the player can grasp the game status of different controlled characters at the same time.

[0090] Step S330: In response to the interface selection instruction, determine a target zoom-out interface, where the target zoom-out interface includes a first zoom-out interface or a second zoom-out interface.

[0091] The interface selection instruction is a processing instruction for determining a target reduced interface that meets the requirements among various reduced interfaces. The generation method of the interface selection instruction can be referred to in detail below, and will not be repeated here.

[0092] Optionally, after determining the target zoom-out interface, the target zoom-out interface can be displayed distinctively. Specifically, the target zoom-out interface can have a highlighted interface boundary, such as the interface boundary of the target collection area can be highlighted, bolded, or displayed with special effects. The display special effect can be one of smoke effects, lighting effects, etc. For example, the interface boundary of the target zoom-out interface can be displayed by a circle of lighter smoke, which can assist the player in confirming the currently controlled game account. This embodiment does not specifically limit the way of distinctively displaying the target zoom-out interface.

[0093] Step S340: In response to the first configuration operation, a game behavior to be executed is configured for a controlled character controlled by the game account corresponding to the target zoom-out interface.

[0094] The above-mentioned first configuration operation is an operation applied by the player to configure the game behavior to be executed for the controlled character controlled by the game account corresponding to the target zoomed-out interface. For example, the configuration operation can be a trigger operation for any behavior control displayed in the zoomed-out interface, or an input operation for the behavior configuration control. The input operation can be an operation of inputting a behavior identifier of the game behavior into the behavior configuration control; this embodiment is not specifically limited.

[0095] Configuring the game behavior to be executed for the controlled character controlled by the game account corresponding to the target reduction interface can be understood as determining the game behavior that the controlled character corresponding to the target reduction interface will execute next.

[0096] The above-mentioned game behaviors may include but are not limited to: recovery behavior of using medicine to restore blood volume; combat behavior of releasing game skills; game behavior of moving positions; game behavior of using protective barriers for defense; game behavior of summoning pets, etc. This embodiment does not specifically limit it and can be determined based on specific game events.

[0097] In some optional implementations, the target zoom-out interface includes at least one first behavior control, and the first configuration operation includes a second control selection operation for the first behavior control; based on this, the step S340 can be specifically implemented through the following steps S341 to S342.

[0098] Step S341: In response to the second control selection operation, determine a target behavior control in the behavior controls.

[0099] Step S342: configuring the game behavior corresponding to the target behavior control as the game behavior to be executed by the controlled character controlled by the game account corresponding to the target reduction interface.

[0100] It is understandable that the second control selection operation may include, but is not limited to: a click operation, a press operation, a slide operation, or other touch operations on a certain behavior control, or an air gesture operation, a voice command operation, etc., without specific limitation. For example, when a player applies a click operation to a certain behavior control, the behavior control may be determined as a target behavior control, so that the game behavior corresponding to the behavior control is configured as the game behavior to be executed by the controlled character corresponding to the target reduction interface.

[0101] In this way, while players can intuitively see multiple reduced interfaces to grasp the game status of different controlled characters, they can configure game behaviors to be executed for different controlled characters without switching interfaces, reducing the switching process between game interfaces when controlling controlled characters of different game accounts, and further reducing the switching time when players control different game accounts, thereby improving the player's control efficiency over multiple accounts and enhancing the player's gaming experience.

[0102] Next, combine Figure 5 And a specific example is given to introduce the control method in the game provided by the embodiment in detail.

[0103] It should be noted that in Figure 5 In the specific examples shown, the horizontal screen placement posture is a specific example of the first placement posture of the terminal device, and the vertical screen placement posture is a specific example of the second placement posture of the terminal device; the game interface 2000 is a specific example of the first game interface, and the controlled character A is a specific example of the first controlled character; the turn-based battle event is a specific example of the above-mentioned preset event.

[0104] like Figure 5As shown, when the mobile terminal is placed in a horizontal posture, the game is in a horizontal display mode, and a game interface 200 corresponding to account A is displayed in full screen in the graphical user interface 2000, and four account controls are displayed in suspension on the left side of the game interface 200, namely account control 201, account control 202, account control 203 and account control 204; wherein, account control 201 is the control corresponding to account A, and account B corresponding to account control 202, account C corresponding to account control 203 and account D corresponding to account control 204 are respectively associated with the above account A, that is, the player logs in to four game accounts at the same time in this game example to control different controlled characters respectively;

[0105] As shown in the game interface 200, a controlled character A controlled by account A is displayed in the game interface 200. In addition, an account identifier 20 for representing the account A and behavior controls corresponding to the various behaviors possessed by the controlled character A in the game are displayed in the game interface 2000; wherein, in most cases, the account identifier 20 is an avatar identifier of the controlled character A controlled by account A, and the display style of the account control 201 is also the avatar style of the controlled character A, so that the player can establish a visual connection between the account identifier 20 and the account control 201; wherein, the behavior controls corresponding to the controlled character A are behavior control 21, behavior control 22 and behavior control 23 respectively.

[0106] Based on the above graphical user interface 2000, when the player controls the controlled character A to trigger a battle event, the game interface 200 and the game interface of the game account corresponding to the associated game account can be displayed in a reduced scale, and the game scene in the game interface 200 is adjusted to the game scene corresponding to the battle event. Figure 5 As shown, in response to the controlled character A triggering a battle event, the graphical user interface 2000 can be switched to a graphical user interface 2001, in which a reduced interface 300 corresponding to the game interface 200 and a reduced interface 301 of the game interface corresponding to the account B corresponding to the account control 202 are displayed. The reduced interface 300 displays an account identifier 20, which is used to remind the player that the reduced interface is the reduced interface corresponding to the above account A, and the reduced interface 301 displays an account identifier 26, which is used to remind the player that the reduced interface is the reduced interface corresponding to the above account B (corresponding to the account control 202, i.e., the controlled character B).

[0107] At this time, based on the graphical user interface 2001, the player can click on the zoom-out interface 301 to determine it as the target zoom-out interface. Specifically, the border of the zoom-out interface 301 as the target zoom-out interface can be displayed in bold, that is, the graphical user interface 2001 is switched to the graphical user interface 2002, and the interface border of the zoom-out interface 301 displayed in the graphical user interface 2002 is displayed in bold to indicate that the zoom-out interface 301 is the target zoom-out interface. Then, the player can click on the behavior control 27 displayed in the zoom-out interface 301 to configure the game behavior corresponding to the behavior control 27 to the controlled character B, so that the controlled character B executes the game behavior corresponding to the behavior control 27 in the current round.

[0108] In addition, in the graphical user interface 2002, if the player applies an upward sliding operation, the currently displayed reduced interface 300 and reduced interface 301 can be switched to other reduced interfaces, which will not be described in detail here.

[0109] In this way, based on the above-mentioned graphical user interface 2002 or graphical user interface 2001, players can configure game behaviors for controlled characters controlled by different game accounts respectively. In this way, while players can intuitively see multiple reduced interfaces to grasp the game status of different controlled characters, they can configure game behaviors to be executed for different controlled characters without switching interfaces, which reduces the switching process between game interfaces when controlling controlled characters of different game accounts, and further reduces the switching time when players control different game accounts, thereby improving the player's control efficiency over multiple accounts and enhancing the player's gaming experience.

[0110] The control method in the game provided by the present application is further described below in combination with some optional specific embodiments.

[0111] In some optional embodiments, as described above, when the first game interface of the first game account is displayed in full screen in the graphical user interface, multiple account controls can also be displayed floating on the first game interface, and the multiple game accounts can include a first account control corresponding to the first game account and a second account control corresponding to at least one second game account.

[0112] In a specific embodiment, the graphical user interface may include a control display area and an interface display area; in the above-described step S320, "displaying the first reduced interface and at least one second reduced interface through the graphical user interface" may specifically display the first reduced interface and the second reduced interface in the interface display area of ​​the graphical user interface. Based on this, the control method in the game provided by the present application may also include the following step S350.

[0113] Step S350: According to the first trigger operation, multiple account controls are displayed in the control display area; the account controls include a first account control corresponding to the first game account and a second account control corresponding to at least one second game account; the control display area and the interface display area do not overlap.

[0114] That is, in response to the first trigger operation, in addition to displaying each reduced interface in the interface display area, multiple account controls can also be displayed in the control display area, including a first account control corresponding to a first game account and a second account control corresponding to at least one second game account. In other words, including account controls corresponding to all game accounts currently registered by the player.

[0115] The control display area and the interface display area do not overlap, which means that the display of the account control and the reduced interface do not affect each other. Figure 1 as well as Figure 2 As shown in the related technical comparison, when the account controls are displayed separately, the layout of each account control will not be affected when sliding to view multiple reduced interfaces, which reduces the cognitive burden of players and improves the player's visual experience.

[0116] In an optional specific embodiment, "displaying multiple account controls in the control display area" in the above step S350 can be specifically implemented through the following step S351.

[0117] Step S351: Displaying a first target account control and a second target account control in a control display area, respectively; wherein the first target account control is an account control corresponding to a game account among the game accounts that participate in a preset event, and the second target account control is an account control corresponding to a game account among the game accounts that do not participate in the preset event; the game accounts include a first game account and a second game account.

[0118] That is, the purpose of this step S351 is to distinguish and display account controls corresponding to game accounts participating in different game events based on the judgment condition of whether each game account is currently participating in the same game event.

[0119] It is understandable that, as introduced above, multiple game accounts controlled by the player in the game can execute the same game event at the same time, or different game events. When a preset event is triggered, it indicates that the player currently needs to control the controlled characters participating in the preset event in a timely manner. The account control corresponding to the game account currently participating in the preset event can be highlighted, and the account control corresponding to the game account not participating in the preset event can be displayed in other ways.

[0120] In this way, the player's visual perception ability can be further improved, making it easier for the player to intuitively know which game accounts currently need to be controlled.

[0121] For example, when players control account A, account B and account C respectively, when the game interface 1 corresponding to account A is displayed in full screen, a battle game event is triggered. The controlled characters participating in the battle game event include controlled character A controlled by account A and controlled character B controlled by account B, and controlled character C controlled by account C does not participate in the battle game event. When displaying each account control, the account controls corresponding to account A, account B and account C can be distinguished and displayed.

[0122] In this embodiment, the above-mentioned distinguishing display method may include but is not limited to: distinguishing display with different brightness, for example, the first target account control is displayed in a bright state, and the second target account control is displayed in a dark state; adding a first label for the first target account control, adding a second label for the second target account control, etc., and the specific content of the label is not restricted. For example, the first label can be a "same game" label, indicating that the game accounts corresponding to the first target account control participated in the same game event, and the second label can be a "non-same game" label, indicating that the game accounts corresponding to the second target account controls did not participate in the same game event with the game accounts corresponding to the first target account control.

[0123] In an optional specific embodiment, as described above, the first game account is used to control the first controlled character, and the second game account is used to control the second controlled character; based on this, when each controlled character participates in the preset event and each controlled character belongs to the same camp, camp identifiers are displayed at corresponding positions of the multiple account controls, and each controlled character includes the first controlled character and the second controlled character, and the camp identifier is used to indicate that the first controlled character and the second controlled character belong to the same camp. For example, the camp identifier can be a "same team" label, or other graphic information representing the same camp, which is not specifically limited in this embodiment. For example, when a player controls account A, account B, and account C, where the controlled character A controlled by account A and the controlled character B controlled by account B participate in the same battle game event, and the controlled character A and the controlled character B belong to the same camp, and the controlled character C controlled by account C does not participate in the battle game event, then the "Same Team" label is displayed at the corresponding position of the account controls corresponding to account A and account B, and is not displayed at the account control corresponding to account C. In this way, the player can use the "Same Team" label to intuitively and accurately determine which accounts control the controlled characters that participate in the current battle game event, and the camps to which the controlled characters controlled by each game account participating in the battle game event belong.

[0124] In an optional specific embodiment, "displaying multiple account controls in the control display area" in the above step S350 can also be implemented through the following step S352.

[0125] Step S352: When each controlled character participates in a preset event and the camps to which each controlled character belongs include the first camp and the second camp, the account controls of the game accounts corresponding to the controlled characters in the first camp and the account controls of the game accounts corresponding to the controlled characters in the second camp are displayed distinguishably in the control display area; wherein the first camp and the second camp are hostile camps; each controlled character includes the first controlled character and the second controlled character; the first camp is the camp that includes the first controlled character, and the second camp is the camp that does not include the first controlled character.

[0126] That is, when the first controlled character controlled by the first game account controlled by the player and the second controlled character controlled by the second game account both participate in the above-mentioned preset event, the game camp to which each controlled character belongs is further determined. When the controlled characters belong to different camps, that is, the first camp and the second camp, the account controls corresponding to the controlled characters in different camps are displayed distinguishably.

[0127] For example, when the first camp and the second camp are hostile camps, the camp where the first controlled character is located is called the first camp, that is, the own camp, and the camp that does not include the first controlled character is regarded as the second camp, that is, the enemy camp; based on this, when distinguishing and displaying, labels used to represent different camps can be added to the account controls corresponding to the controlled characters belonging to different camps, such as adding a same team label to the account control of the own camp, and adding an enemy label to the account control corresponding to the enemy camp, etc. There is no restriction on the specific distinguishing and displaying method.

[0128] In this way, players can be further assisted to intuitively obtain which account controls belong to the same camp and which account controls belong to different camps, which helps to reduce the cognitive burden of players and improve the efficiency of players in managing multiple game accounts.

[0129] Next, combine Figure 5 , Figure 6 And a specific example is provided to describe in detail the above-mentioned embodiment of displaying multiple account controls.

[0130] based on Figure 5 Graphical user interface 2000, when a battle event is triggered, you can Figure 5 The graphical user interface 2000 shown switches to display Figure 6 The graphical user interface 2003 shown in the figure can be divided into two areas, namely, a control display area 400 and an interface display area 401. Figure 5 The graphical user interface 2000 shown in the figure shows the account control 201, the account control 202, the account control 203 and the account control 204; the interface display area 401 shows Figure 5The reduced interface 300 corresponding to the game interface 200 in the graphical user interface 2000 and the reduced interface 301 corresponding to the account B can, of course, be switched to the reduced interface 300 and the reduced interface 301 corresponding to the other accounts by sliding upward, which will not be described in detail here. It should be noted that since the current game account A triggers a battle event, the game scene corresponding to the battle event is displayed in the reduced interface 300.

[0131] In addition, assuming that Figure 6 In the specific example shown, the controlled character A controlled by account A, the controlled character B controlled by account B, and the controlled character D controlled by account D all participated in the battle event, and as shown in the zoomed-out interface 300, the controlled characters A and B belong to the first camp 24, and the controlled character D belongs to the second camp 25; based on this, when the account controls corresponding to multiple accounts owned by the player are displayed in the account control 400, the account controls corresponding to each game account participating in the currently triggered game event (such as account control 201, account control 202, and account control 204) can be displayed at the top and highlighted to distinguish them from the account control 203 corresponding to account C that did not participate in the battle event, so that the player can quickly obtain the game account participating in the current battle event.

[0132] At the same time, a "same team" label can be displayed in the upper right corner of the account control 201 corresponding to the account A in the first camp 24 and the account control 202 corresponding to the account B. In this way, they can be distinguished from the account control 204 corresponding to the account D in the second camp 25, helping players to intuitively identify which account controls correspond to accounts belonging to the same camp and which account controls correspond to accounts belonging to different camps.

[0133] Based on the graphical user interface 2003, the player can further configure the game behavior of the controlled character A, the controlled character B or the controlled character D in the battle event. The specific configuration process can be referred to Figure 5 The introduction of will not be repeated here.

[0134] In an optional specific embodiment, the interface selection instruction in step S330 introduced above can be generated by any of the following exemplary methods. It should be noted that, in this embodiment, the interface selection instructions generated by different methods determine different target zoom-out interfaces, that is, the selected target zoom-out interface can be the first zoom-out interface or any second zoom-out interface.

[0135] Example 1: In response to an interface selection operation, the above interface selection instruction is generated.

[0136] Example 2: Based on the above-mentioned first trigger operation, an interface selection instruction is generated.

[0137] Example 3: In response to a control selection operation, an interface selection instruction is generated.

[0138] Next, specific implementation methods of generating an interface selection instruction and determining a target zoom-out interface in response to the selection instruction are introduced respectively for the above-mentioned examples 1, 2 and 3.

[0139] For the above example 1, the above interface selection operation may include touch operations such as click operation, slide operation, press operation, or shortcut key operation, voice command operation, etc., without specific limitation. For example, when the player applies an action to the area displayed by the first reduced interface, an interface selection instruction may be generated, and the reduced interface indicated by the interface selection instruction is the first reduced interface selected by the interface selection operation.

[0140] When the interface selection instruction is generated based on this method, the reduced interface selected by the interface selection operation can be determined as the target reduced interface. The reduced interface selected by the interface selection operation can be the first reduced interface or any second reduced interface, which is not specifically limited in this embodiment.

[0141] For details, please refer to Figure 5 As shown, in the graphical user interface 2001 , when the player applies a click operation to the reduced interface 301 , the reduced interface 301 may be determined as the target reduced interface to be highlighted in the graphical user interface 2002 .

[0142] For the above example 2: that is, in response to the above first trigger operation, while displaying the first zoom-out interface and the second zoom-out interface in the graphical user interface, the interface selection instruction is automatically generated to automatically determine the target zoom-out interface. Based on the generation method of the interface selection instruction of the example 2, in a specific embodiment, after the interface selection instruction is generated according to the above first trigger operation, in response to the interface selection instruction, the target controlled character among the controlled characters is determined, and the zoom-out interface corresponding to the game account controlling the target controlled character is determined as the target zoom-out interface; wherein the controlled characters include the first controlled character controlled by the first game account and the second controlled character controlled by the second game account.

[0143] The target controlled character may be any one of the first controlled character or the second controlled character, and in response to the interface selection instruction, a controlled character may be randomly selected as the target controlled character;

[0144] Alternatively, in some optional specific embodiments, the target controlled character among the controlled characters may be determined specifically through the following steps S1 to S3.

[0145] Step S1: sorting the first controlled role and the second controlled role according to the preset attributes of the controlled roles to obtain the sorting results of the controlled roles;

[0146] Step S2: in response to the configuration state of the game behavior of the controlled character ranked at the ith position in the sorting result being in the unconfigured state, determining the controlled character ranked at the ith position as the target controlled character;

[0147] Step S3: In response to the configuration state of the game behavior of the controlled character ranked i-th in the sorting result being in the configured state, set i=i+1, and return to execute steps S2 to S3; wherein i traverses 1 to N, and N is the number of controlled characters in the sorting result.

[0148] The above-mentioned preset attributes may include, but are not limited to: the attack speed attribute, position attribute, and importance attribute of the skills possessed by the controlled character during the battle, which are not specifically limited in this embodiment. In the subsequent scheme introduction, the attack speed attribute of the controlled character during the battle is used as an example to introduce the scheme.

[0149] Specifically, the controlled characters may be sorted in order of their attack speeds from fast to slow to obtain a sorting result, and then according to the sorting in the sorting result, it is determined in turn whether each controlled character is the target controlled character until the target controlled character is determined.

[0150] For example, when N is 4, it means that the player currently controls four game accounts, namely account A, account B, account C and account D, and each account controls controlled characters A, controlled character B, controlled character C and controlled character D respectively; the order of the attack speed attribute is: account C, account B, account D and account A; when i=1, it means to determine whether the controlled character C ranked first is the target controlled character, specifically: detect whether the configuration state of the current game behavior of the controlled character C controlled by account C is the unconfigured state, if so, determine the controlled character C as the target controlled character; if not, set i=2 to determine whether the controlled character B ranked second is the target controlled character, specifically: detect whether the configuration state of the current game behavior of the controlled character B controlled by account B is the unconfigured state, if so, determine the controlled character B as the target controlled character, if not, set i=3, and so on, until the target controlled character is determined.

[0151] In this way, players can configure game behaviors in sequence according to the attack speed of each controlled character, making the player's game operation process smoother and the gaming experience better.

[0152] For the above example three: In response to the control selection operation, an interface selection instruction is generated. This example three needs to be implemented on the basis of implementing step S350 introduced above, that is, when multiple account controls are first displayed in the control display area, the third target account control among the first account control and the second account control can be determined through the control selection operation, and the interface selection instruction is generated. Further, in response to the interface selection instruction, the zoomed-out interface corresponding to the game account corresponding to the third target account control can be determined as the target zoomed-out interface.

[0153] That is, in this example three, the target zoom-out interface is determined specifically through each account control displayed in the control display area.

[0154] In some optional implementations, the control method in the game provided by the present application may also include the following steps S360 to S370.

[0155] Step S360: After configuring the game behavior to be executed for the controlled character controlled by the game account corresponding to the target reduction interface, the configuration state of the game behavior of the controlled character controlled by the game account corresponding to the target reduction interface is set to a configured state.

[0156] Step S370: In response to the configuration state of the game behavior of the controlled character controlled by the game account corresponding to the target reduction interface being in the configured state, a first behavior identifier is displayed floating on the target reduction interface, and the first behavior identifier is used to represent the configured game behavior of the first target character.

[0157] Among them, the configured state means that the controlled character controlled by the game account corresponding to the target zoom-out interface has been configured with game behaviors. When in the configured state, the first behavior logo can be displayed floating on the target zoom-out interface to remind the player that the controlled character corresponding to the target zoom-out interface has been configured with game behaviors, so that the player can intuitively know which game behaviors of the controlled characters have been configured and which have not been configured, thereby further improving the player's efficiency in managing multiple accounts.

[0158] Among them, the above-mentioned first behavior identifier can be a preset behavior identifier for the game behavior corresponding to the target behavior control. The behavior identifier may include a text identifier and / or a graphic identifier. The text identifier may be the word "set", and the specific identifier style is not specifically limited.

[0159] Optionally, when the configuration state of the game behavior of the controlled character corresponding to the target reduction interface is in the configured state, a mask can be added to the target reduction interface to intuitively show that the game behavior of the controlled character corresponding to the target reduction interface has been configured.

[0160] Next, combine Figure 7And a specific example is provided to introduce the above-mentioned first behavior identification in detail.

[0161] like Figure 7 As shown, based on the graphical user interface 2003, if the player applies a click operation to the behavior control 21 displayed in the reduced interface 300, the game behavior corresponding to the behavior control 21 can be configured to the controlled character A; based on this, in response to the click operation, the graphical user interface 2003 can be switched to display as the graphical user interface 2004, in which, since the game behavior of the controlled character A corresponding to the reduced interface 300 has been configured, a mask can be added to the reduced interface 300 to compare with the reduced interfaces corresponding to the remaining controlled characters that have not been configured with game behaviors; in addition, the account control 201 and the skill identifier 29 of the skill 1 corresponding to the behavior control 21 configured for the controlled character A can also be displayed in a floating manner above the reduced interface 300 to which the mask is added, and the skill identifier 29 is a specific example of the first behavior representation described above.

[0162] In addition, when the configuration status of the game behavior of the controlled character A is in the configured state, if the controlled character B controlled by account B needs to take priority in attacking among the other controlled characters that have not configured game behaviors except the controlled character A, the reduced interface 301 can be automatically positioned, and the interface border of the reduced interface 301 can be displayed in bold, prompting the player that the game behavior configuration of the controlled character B corresponding to the reduced interface 301 is currently required.

[0163] Alternatively, when automatically locating to the reduced interface 301, the player can also perform a click operation on the account control 204 to display the reduced interface corresponding to the account control 204 in the interface display area 400, so as to achieve priority configuration of the game behavior of the controlled character D controlled by the game account D corresponding to the account control 204, which will not be further explained here.

[0164] In some optional embodiments, it can be understood that, usually, the display mode of the game is associated with the placement posture of the terminal device, such as the first posture of the terminal device is associated with the first display mode of the game, and the second posture is associated with the second display mode of the game. Specifically, when the first posture of the terminal device is a horizontal placement posture, the first display mode of the game is a horizontal screen display mode, and when the second posture of the terminal device is a vertical placement posture, the second display mode of the game is a vertical screen display mode.

[0165] Based on this, when the first game interface displayed in the above step S310 is displayed through the graphical user interface provided by the terminal device in the first placement posture, then the display mode of the first game interface is the first display mode corresponding to the terminal device in the first placement posture. When the first game interface in the first display mode is reduced, its aspect ratio does not change. If it is displayed in the graphical user interface provided by the terminal device in the first placement posture, sometimes it is impossible to reasonably and effectively utilize the interface space of the entire graphical user interface, and there will usually be blank areas. At this time, if the placement posture of the terminal device is adjusted from the first placement posture to the second placement posture, the graphical user interface provided by the terminal device in the second placement posture can be effectively utilized, thereby improving the matching degree between each thumbnail interface and the graphical user interface, and further improving the player's visual experience.

[0166] For example, when the above-mentioned first placement posture is the horizontal screen placement posture, the first game interface is displayed in full screen in the graphical user interface in the horizontal screen posture, that is, the aspect ratio of the first game interface is greater than 1; after it is reduced, the aspect ratio is also greater than 1. If the thumbnail interfaces with an aspect ratio greater than 1 are presented in the graphical user interface provided by the terminal device in the horizontal screen state, the interface space of the graphical user interface cannot be fully utilized. When the terminal device is adjusted from the horizontal screen posture to the vertical screen posture (the second placement posture) and each reduced interface is displayed in the graphical user interface provided by the terminal device in the vertical screen posture, the width of each reduced interface can be matched with the width of the graphical user interface of the terminal device in the vertical screen posture, so as to reasonably utilize the space of the graphical user interface.

[0167] Alternatively, when the above-mentioned first placement posture is the portrait placement posture, the first game interface is displayed in full screen in the portrait screen, that is, the aspect ratio of the first game interface is less than 1, and the aspect ratio is also less than 1 after it is reduced. If the reduced interface is displayed through the graphical user interface of the terminal device in the landscape placement posture, the height of the reduced interface matches the height of the graphical user interface of the terminal device in the landscape posture, which can maximize the use of the height direction space of the screen and make the interface content more compact, thereby reasonably utilizing the space of the graphical user interface; in addition, when the vertical screen displays the game scene originally displayed in the landscape screen, it is more suitable for one-handed operation scenarios, especially on mobile devices, finger sliding operations are more natural, and users can more easily view different reduced interfaces by sliding up and down.

[0168] Based on this, in the above step S320, "displaying the first reduced interface and at least one second reduced interface through the graphical user interface" can be specifically implemented through the following steps S321 to S322.

[0169] Step S321: upon detecting that the placement posture of the terminal device is adjusted from the first placement posture to the second placement posture;

[0170] Step S322: displaying the first reduced interface and the second reduced interface through the graphical user interface of the terminal device in the second placement posture.

[0171] In this way, the player's visual experience can be further improved and the player's gaming experience can be enriched.

[0172] Next, combine Figure 8 And a specific example is given to introduce the control method in the game provided by the embodiment in detail.

[0173] Based on the graphical user interface 2003, at this time, if the player adjusts the terminal device from a horizontal screen position to a vertical screen position, the graphical user interface 2003 can be switched to a graphical user interface 2005, which is a graphical user interface provided for the terminal device in a vertical screen position, and when the reduced interface corresponding to each account is displayed in the graphical user interface 2005, the width of each reduced interface can be made consistent with the width of the graphical user interface 2005, thereby maximizing the use of the height direction space of the screen and making the interface content more compact. For example, compared with the graphical user interface 2003 in the horizontal screen position, the graphical user interface 2005 in the vertical screen position can display the reduced interface 300, the reduced interface 301 and the reduced interface 303 in the graphical user interface 2005 at the same time, and the number of reduced interfaces displayed is relatively large, further reducing the process of switching the game interface.

[0174] The method for configuring the game behavior and determining the target reduction interface in the graphical user interface 2005 can be referred to Figures 5 to 7 The introduction of will not be repeated here.

[0175] In some optional implementations, the graphical user interface of the terminal device in the first placement posture includes a first interface area and a second interface area; based on this, the control method in the game provided by the present application may also include the following step S380.

[0176] Step S380: According to the first trigger operation, when the terminal device is in the first placement posture, the third reduced interface is displayed through the first interface area, and multiple controls are displayed through the second interface area; wherein the account controls include a first account control corresponding to the first game account and a second account control corresponding to at least one second game account; the control display area and the interface display area do not overlap; the third reduced interface is a game interface obtained by reducing the first game interface according to the second ratio.

[0177] In step S380, when the terminal device is in the first placement posture, only the third reduced interface corresponding to the first game interface is displayed in the first interface area of ​​the graphical user interface provided by the terminal device in the first placement posture, and multiple account controls are displayed through the second interface area. It can be understood that the multiple account controls may include the above-mentioned first account control and the above-mentioned second account control.

[0178] That is, this step S380 provides another display mode of the graphical user interface when a preset event is triggered. In the embodiments described above, in response to the preset event being triggered, multiple reduced interfaces can be displayed in the graphical user interface. Even if only one reduced interface is currently displayed due to the size of the graphical user interface, different reduced interfaces can be switched by sliding operation; and in this step S380, only the third reduced interface is displayed in the first interface area, and the reduced interface cannot be switched by sliding operation; the third reduced interface is different from the interface size of the first reduced interface and the second reduced interface described above. In this embodiment, the second ratio is smaller than the first ratio described above, that is, the interface size of the third reduced interface is larger than the first reduced interface or the second reduced interface. In this display mode, the player can configure the corresponding game behavior for the first controlled character based on the various behavior controls displayed in the third reduced interface. The specific configuration process can refer to the above description and will not be repeated here.

[0179] It should be noted that, in summary, the control method in the game provided by this application may include two game modes;

[0180] The first type: when the first game interface is displayed by the terminal device in the first placement posture, in response to the first trigger operation for the preset event, the first reduced interface and the second reduced interface may be directly displayed in the graphical user interface provided by the terminal device in the first placement posture; in this mode, the display mode of the reduced interface will not change as the placement posture of the terminal device is adjusted. For example, when the first game interface is displayed in a portrait display mode, in response to the first trigger operation for the preset event, the first reduced interface and the second reduced interface continue to be displayed in a portrait display mode; even if the terminal device is adjusted from the portrait placement posture to the landscape placement posture at this time, the first reduced interface and the second reduced interface are displayed in a portrait display mode in the graphical user interface provided by the terminal device in the landscape placement posture.

[0181] The second type: that is, the game mode introduced in the above steps S321 and S322. When the first game interface is displayed through the terminal device in the first placement posture, in response to the first trigger operation for the preset event, and when the placement posture of the terminal device is detected to have changed, the first reduced interface and the second reduced interface can be displayed; when the placement posture of the terminal device is not detected to have changed, it is displayed in the display method described in the above step S380.

[0182] In some embodiments, the two game modes mentioned above can be switched between each other in the game application. For example, the player can configure the adaptive control in the game setting interface. When the adaptive control is on, the second game mode mentioned above is used. When the adaptive control is off, the first game mode mentioned above is used.

[0183] Alternatively, in some embodiments, only one of the two game modes can be used in the game application, that is, the two game modes are independent of each other, and the use of one game mode does not depend on the effectiveness of the other game mode.

[0184] Based on the above step S380 and the embodiments described above, the above third reduced interface may include the first controlled character controlled by the first game account. Furthermore, the control method in the game provided by the present application may also include the following steps S390 to S3100.

[0185] Step S390: In response to the configuration state of the game behavior of the first controlled character being in the configured state, determining a target second game account in the second game accounts.

[0186] Step S3100: Switch the third reduced interface in the first interface area to the fourth reduced interface of the target second game account; the fourth reduced interface is a game interface obtained by reducing the second game interface corresponding to the target second game account according to the second ratio.

[0187] In an optional specific embodiment, the target second account in the above-mentioned second game account can be determined in the following exemplary manner.

[0188] Example 1: In response to a third control selection operation, a second game account corresponding to a second account control selected by the third control selection operation is determined as a target second game account.

[0189] It can be understood that the third control selection operation is an operation of selecting a target second account control from the second account controls displayed in the second interface area, which may specifically include but is not limited to: click operation, press operation, slide operation, voice command operation, etc., without specific limitation.

[0190] Example 2: According to the following steps T1 to T3, a target second game account is automatically determined from the second game accounts.

[0191] T1: sorting the second controlled characters according to the preset attributes of the second controlled characters to obtain a sorting result corresponding to the second controlled characters;

[0192] T2: in response to the configuration state of the game behavior of the second controlled character ranked at the jth position in the ranking result corresponding to the second controlled character being in the unconfigured state, determining the second game account corresponding to the second controlled character ranked at the jth position as the target second game account;

[0193] T3: In response to the configuration state of the game behavior of the second controlled character ranked jth in the sorting result corresponding to the second controlled character being in the configured state, set j=j+1, and return to execute steps S2 to S3; wherein j traverses 1 to M, and M is the number of second controlled characters in the sorting result corresponding to the second controlled character.

[0194] It can be understood that the implementation process of the above steps T1 to T3 can specifically refer to the steps S1 to S3 described above, and will not be repeated here.

[0195] The difference between step T1 to step T3 and the previous step S1 to step S3 is that step S1 sorts all controlled characters including the first controlled character according to preset attributes, while in step T1, since the configuration state of the game behavior of the first controlled character is in the configured state at this time, step T1 only sorts the second controlled characters and determines the target second game account from the second game accounts corresponding to the second controlled characters; that is, the number of controlled characters in the sorting result is different.

[0196] In some optional implementations, based on the above step S380, the control method in the game provided by the present application may further include the following step S3110.

[0197] Step S3110: When the target second game account is determined, prompt information is displayed at the associated position of the second account control corresponding to the target second game account, and the prompt information is used to prompt the configuration order of the game behavior of the second controlled character controlled by the target second game account.

[0198] That is, after the prompt information is displayed, the third reduced interface displayed in the first interface area can be automatically switched to the fourth reduced interface.

[0199] The above-mentioned prompt information may be a bubble prompt information, which is displayed at the associated position of the second account control corresponding to the target second game account, and is used to prompt the player that the next controlled character to be configured is the controlled character corresponding to the target second game account. The associated position of the second account control corresponding to the target second game account may be near the second account control, for example, on the left or upper right corner, so that a visual connection can be established between the second account control and the prompt information, reducing the cognitive burden of the player.

[0200] In an optional embodiment, under the premise of step S3110, "switching the third zoomed-out interface in the first interface area to the fourth zoomed-out interface of the target second game account" in the above step S3100 can be specifically implemented through the following step S3100-1.

[0201] Step S3100-1: In response to a second trigger operation on a second account control corresponding to the target second game account, switching the third zoomed-out interface in the first interface area to a fourth zoomed-out interface.

[0202] That is, when the prompt information is displayed, the game interface switching step in the first interface area can be executed only after the player performs a corresponding operation.

[0203] The above-mentioned second trigger operation may include, but is not limited to: a click operation, a press operation, a slide operation, a voice command operation, etc., without specific limitation.

[0204] It can be seen that through the above embodiments, relevant prompt information can be further displayed at the corresponding position of the corresponding account control according to the configuration status of the game behavior of the controlled character controlled by each account, so that players can refer to the prompt information to perform management operations on each account, which can reduce the cognitive burden of players and improve the management efficiency of multiple accounts by players in multi-account application scenarios.

[0205] Next, combine Fig. 9 And a specific example is given to describe in detail the relevant embodiments when the third zoomed-out interface is displayed.

[0206] like Fig. 9 As shown, a game interface 200 corresponding to account A is displayed in full screen in the graphical user interface 2006, and four account controls are displayed in suspension on the left side of the game interface 200, namely account control 201, account control 202, account control 203 and account control 204; wherein account control 201 is the account control corresponding to account A, and account B corresponding to account control 202, account C corresponding to account control 203 and account D corresponding to account control 204 are respectively associated with the above account A, that is, the player logs in to four game accounts at the same time in this game example to control different controlled characters respectively;

[0207] In addition, Fig. 9 In the specific example shown, assuming that the controlled character A controlled by account A and the controlled character B controlled by account B form a team, the "Same Team" label will be displayed at the corresponding position of the corresponding account control 201 and the account control 202, so that the player can intuitively obtain the team information between the accounts controlled by him.

[0208] Based on the graphical user interface 2006, in response to the battle event being triggered, assuming that the controlled characters participating in the battle event include controlled character A, controlled character B and controlled character D, and controlled character D and controlled character A belong to different camps, and controlled character D does not participate in the battle event, the graphical user interface 2006 can be switched to display as a graphical user interface 2007, in which the graphical user interface 2007 includes a first interface area 500 and a second interface area 501, wherein the first interface area 500 displays the reduced interface 310 corresponding to the account control 201, and the second interface area 501 displays the account controls corresponding to the multiple game accounts currently registered by the player. The account control 201 corresponding to the controlled character A, the account control 202 corresponding to the controlled character B, and the account control 204 corresponding to the controlled character D are highlighted to prompt the player that the controlled characters A, B and D currently participate in the battle event, and the controlled character C does not participate in the game event.

[0209] Based on the promotion user interface 2007, assuming that the player applies a click operation to the behavior control 21, the game behavior corresponding to the behavior control 21 can be configured for the controlled character A, for example, the game behavior corresponding to the behavior control 21 releases 1 skill; in response to the end of the click operation, the graphical user interface 2007 can be switched to the graphical user interface 2008, and the behavior identifier of the game behavior currently configured for the controlled character A is displayed in the form of a bubble on the right side of the account control 201 displayed in the graphical user interface 2008, for example, the currently configured game behavior is displayed as 1 skill; in addition, prompt information can also be displayed in the form of a bubble on the right side of the account control 202, such as displaying the text information "to be arranged", which can prompt the player that the game behavior needs to be configured for the controlled character B controlled by the account B corresponding to the account control 202 next.

[0210] Based on the graphical user interface 2008, if the player applies a click operation to the account control 202, the graphical user interface 2008 can be switched to the graphical user interface 2009, and in the second interface area 500 in the graphical user interface 2009, the reduced interface 310 is switched to the reduced interface 311 corresponding to the account B corresponding to the account control 202, and the prompt information on the right side of the account control 202 is cancelled.

[0211] It can be seen that in Fig. 9 In the specific example shown, relevant prompt information can be displayed at the corresponding position of the corresponding account control according to the configuration status of the game behavior of the controlled character controlled by each account, so that players can manage each account with reference to the prompt information, which can reduce the cognitive burden of players and improve the efficiency of players in managing multiple accounts in multi-account application scenarios.

[0212] Optionally, in some optional implementations, based on the above-described step S380, the control method in the game provided in the embodiment of the present application may further include the following step S3120.

[0213] Step S3120: In response to the configuration status of the game behaviors of each of the controlled characters being in the configured state, displaying the third reduced interface in the first interface area.

[0214] That is, the purpose of step S3120 is to switch the game interface currently displayed in the first interface area to the third reduced interface for watching the game after the game behaviors of each controlled character have been configured. For example, when the first game account is the main account and the second game account is the secondary account, it can be understood as switching back to the game interface corresponding to the main account for watching the game.

[0215] In an optional embodiment, based on any of the foregoing implementations, the control method in the game provided by the present application can also respond to the end of a preset event, and the first game interface corresponding to the first game account can be displayed in full screen through a graphical user interface.

[0216] So far, the method provided in the present embodiment has been explained. In the embodiment of the present application, when a preset event is triggered, the reduced game interfaces corresponding to at least some of the multiple game accounts owned by the player can be displayed simultaneously in the graphical user interface, and the reduced game interfaces do not overlap. In this way, compared with the related art, while ensuring that the player can grasp the game status of different controlled characters at the same time, the switching process between game interfaces caused by controlling different game accounts is reduced, and the switching time when the player controls different game accounts is further reduced, thereby improving the player's control efficiency over multiple accounts and enhancing the player's gaming experience.

[0217] In addition, relevant prompt information can be displayed at the corresponding position of the account control or the reduced interface, or the game interface can be displayed in different display modes based on factors such as the team situation of multiple controlled characters controlled by the player, the participation in preset events, the configuration status of the game behavior of each controlled character, etc., so that the player can intuitively obtain the prompt information, thereby realizing convenient management of each game account and improving the player's control efficiency over multiple accounts.

[0218] Furthermore, the display mode of each reduced interface can be adjusted in combination with the placement of the terminal device, thereby increasing the playability of the game, improving the player's visual experience, and thus enhancing the player's gaming experience.

[0219] It should be noted that Figures 5 to 9 The dotted lines in the figure are fictitious lines for the sake of ease of understanding and do not exist on the graphical user interface displayed on the terminal device.

[0220] In addition, it can be understood that the above is similar to Figure 1 , Figure 2 , Figures 5 to 9 The size, appearance, layout, display text and other information of each element in the schematic diagram are exemplary and are not intended to limit the actual graphical user interface.

[0221] It should be noted that in each drawing, the same pattern represents the same element. Therefore, each pattern is labeled when it first appears, and when it appears in subsequent drawings, although it is not labeled, the description in the previous drawings can be referred to.

[0222] Corresponding to the control method in the game provided in the embodiment of the present application, the embodiment of the present application also provides a control device 3000 in the game, such as Fig.10 As shown, the device 3000 includes: a display unit 3001, a determination unit 3002 and a configuration unit 3003;

[0223] The display unit 3001 is used to display a first game interface corresponding to a first game account in full screen through a graphical user interface, where the first game account is associated with at least one second game account;

[0224] The display unit 3001 is further configured to display a first reduced interface and at least one second reduced interface through the graphical user interface in response to a first trigger operation for a preset event; the first reduced interface is a game interface obtained by reducing the first game interface according to a first ratio, and the second reduced interface is a game interface obtained by reducing the second game interface corresponding to the second game account according to the first ratio; a display area of ​​the first reduced interface and a display area of ​​the second reduced interface do not overlap;

[0225] The determining unit 3002 is configured to determine a target zoom-out interface in response to an interface selection instruction, wherein the target zoom-out interface includes the first zoom-out interface or the second zoom-out interface;

[0226] The configuration unit 3003 is used to configure a game behavior to be executed for a controlled character controlled by the game account corresponding to the target zoom-out interface in response to a first configuration operation.

[0227] Optionally, the graphical user interface includes a control display area and an interface display area; the first reduced interface and the at least one second reduced interface are displayed through the interface display area;

[0228] The display unit 3001 is also used to display multiple account controls in the control display area according to the first trigger operation; the account controls include a first account control corresponding to the first game account and at least one second account control corresponding to the second game account; the control display area and the interface display area do not overlap.

[0229] Optionally, the display unit 3001 is specifically used to distinguish between a first target account control and a second target account control in the control display area; wherein the first target account control is an account control corresponding to a game account among each game account that participates in the preset event, and the second target account control is an account control corresponding to a game account among each game account that does not participate in the preset event; the game accounts include the first game account and the second game account.

[0230] Optionally, the display unit 3001 is also specifically used to display camp identifiers at corresponding positions of multiple account controls when the first game account is used to control a first controlled character and the second game account is used to control a second controlled character. When each controlled character participates in a preset event and each controlled character belongs to the same camp, the camp identifier is used to indicate that the first controlled character and the second controlled character belong to the same camp.

[0231] Optionally, the first game account is used to control a first controlled character, and the second game account is used to control a second controlled character;

[0232] The display unit 3001 is specifically configured to, when each controlled character participates in the preset event and the camps to which each controlled character belongs include a first camp and a second camp, distinguishably display in the control display area the account controls of the game account corresponding to the controlled character in the first camp and the account controls of the game account corresponding to the controlled character in the second camp;

[0233] Among them, the first camp and the second camp are hostile camps; each of the controlled characters includes the first controlled character and the second controlled character; the first camp is a camp including the first controlled character, and the second camp is a camp not including the first controlled character.

[0234] Optionally, the determination unit 3002 is specifically configured to generate the interface selection instruction in response to an interface selection operation; and in response to the interface selection instruction, determine the first zoomed-out interface or the second zoomed-out interface selected by the interface selection operation as the target zoomed-out interface.

[0235] Optionally, the determination unit 3002 is specifically used to generate the interface selection instruction according to the first trigger operation; in response to the interface selection instruction, determine the target controlled character among the controlled characters, and determine the zoomed-out interface corresponding to the game account controlling the target controlled character as the target zoomed-out interface; the controlled characters include a first controlled character controlled by the first game account and a second controlled character controlled by the second game account.

[0236] Optionally, the determining unit 3002 is specifically configured to execute the following steps S1 to S3:

[0237] S1: sorting the first controlled role and the second controlled role according to preset attributes of the controlled role to obtain a sorting result of each controlled role;

[0238] S2: in response to the configuration state of the game behavior of the controlled character ranked at the ith position in the sorting result being in an unconfigured state, determining the controlled character ranked at the ith position as the target controlled character;

[0239] S3: In response to the configuration state of the game behavior of the controlled character ranked at the i-th position in the sorting result being in the configured state, set i=i+1, and return to execute steps S2 to S3; wherein i traverses 1 to N, and N is the number of controlled characters in the sorting result.

[0240] Optionally, the determination unit 3002 is specifically used to determine a third target account control among the first account control and the second account control in response to the first control selection operation, and generate the interface selection instruction; in response to the interface selection instruction, determine the zoomed-out interface corresponding to the game account corresponding to the third target account control as the target zoomed-out interface.

[0241] Optionally, the target reduction interface includes at least one behavior control, and the first configuration operation includes a second control selection operation for the first behavior control;

[0242] The configuration unit 3003 is specifically used to determine a target behavior control in the behavior control in response to the second control selection operation; and configure the game behavior corresponding to the target behavior control as the game behavior to be executed by the controlled character controlled by the game account corresponding to the target reduction interface.

[0243] Optionally, the display unit 3001 is further used to set the configuration state of the game behavior of the controlled character controlled by the game account corresponding to the target reduction interface to a configured state after configuring the game behavior to be executed for the controlled character controlled by the game account corresponding to the target reduction interface. In response to the configuration state of the game behavior of the controlled character controlled by the game account corresponding to the target reduction interface being in the configured state, a first behavior identifier is displayed in a floating manner on the target reduction interface, and the first behavior identifier is used to represent the configured game behavior of the first target character.

[0244] Optionally, the display unit 3001 is specifically used to display the first game interface through the terminal device in a first placement posture; detect that the placement posture of the terminal device is adjusted from the first placement posture to the second placement posture; and display the first reduced interface and the second reduced interface through the graphical user interface of the terminal device in the second placement posture.

[0245] Optionally, the graphical user interface of the terminal device in the first placement posture includes a first interface area and a second interface area;

[0246] The display unit 3001 is also used to display a third reduced interface through the first interface area and display multiple controls through the second interface area according to the first trigger operation when the terminal device is in the first placement posture; wherein the account controls include a first account control corresponding to the first game account and a second account control corresponding to at least one second game account; the first interface area and the second interface display area do not overlap; the third reduced interface is a game interface obtained by reducing the first game interface according to a second ratio, and the second ratio is smaller than the first ratio.

[0247] Optionally, the third reduced interface includes a first controlled character controlled by the first game account;

[0248] The display unit 3001 is also used to determine the target second game account in the second game account in response to the configuration state of the game behavior of the first controlled character being in the configured state; switch the third reduced interface in the first interface area to a fourth reduced interface corresponding to the target second game account; the fourth reduced interface is a game interface obtained after the second game interface corresponding to the target second game account is limited according to the second ratio.

[0249] Optionally, the display unit 3001 is also used to display prompt information at the associated position of the second account control corresponding to the target second game account when the target second game account is determined, and the prompt information is used to prompt the configuration order of the game behavior of the second controlled character controlled by the target second game account.

[0250] Optionally, the display unit 3001 is further specifically configured to switch the third zoomed-out interface in the first interface area to a fourth zoomed-out interface in response to a second trigger operation on a second account control corresponding to the target second game account.

[0251] Optionally, the display unit 3001 is further configured to display the third reduced interface in the first interface area in response to the configuration status of the game behaviors of each controlled character being in a configured state.

[0252] Optionally, the display unit 3001 is further used to respond to a zoomed-out interface switching operation, switching the zoomed-out interface displayed in the graphical user interface to other undisplayed zoomed-out interfaces; the zoomed-out interface includes the first zoomed-out interface and / or the second zoomed-out interface.

[0253] Optionally, the display unit 3001 is further configured to display a first game interface corresponding to the first game account in full screen via the graphical user interface in response to the end of the preset event.

[0254] Corresponding to the control method in a game provided in the embodiment of the present application, the embodiment of the present application also provides an electronic device 4000 for implementing the control method in the game, such as Fig.11 As shown, the electronic device 4000 includes: a processor 4001; and a memory 4002, which is used to store a program of the control method in the game. After the device is powered on and runs the program of the control method in the game through the processor, any implementation method in the above method embodiment is executed. For example, the following steps can be executed:

[0255] Displaying a first game interface corresponding to a first game account in full screen through a graphical user interface, wherein the first game account is associated with at least one second game account;

[0256] In response to a first trigger operation for a preset event, a first reduced interface and at least one second reduced interface are displayed through the graphical user interface; the first reduced interface is a game interface obtained by reducing the first game interface according to a first ratio, and the second reduced interface is a game interface obtained by reducing the second game interface corresponding to the second game account according to the first ratio; a display area of ​​the first reduced interface and a display area of ​​the second reduced interface do not overlap;

[0257] In response to the interface selection instruction, determining a target zoom-out interface, wherein the target zoom-out interface includes the first zoom-out interface or the second zoom-out interface;

[0258] In response to the first configuration operation, a game behavior to be executed is configured for a controlled character controlled by the game account corresponding to the target zoom-out interface.

[0259] Corresponding to the control method in the game provided in the embodiment of the present application, the embodiment of the present application further provides a computer-readable storage medium storing a program of the control method in the game, the program is run by a processor, and any implementation method in the above method embodiment is executed, for example, the following steps may be executed:

[0260] Displaying a first game interface corresponding to a first game account in full screen through a graphical user interface, wherein the first game account is associated with at least one second game account;

[0261] In response to a first trigger operation for a preset event, a first reduced interface and at least one second reduced interface are displayed through the graphical user interface; the first reduced interface is a game interface obtained by reducing the first game interface according to a first ratio, and the second reduced interface is a game interface obtained by reducing the second game interface corresponding to the second game account according to the first ratio; a display area of ​​the first reduced interface and a display area of ​​the second reduced interface do not overlap;

[0262] In response to the interface selection instruction, determining a target zoom-out interface, wherein the target zoom-out interface includes the first zoom-out interface or the second zoom-out interface;

[0263] In response to the first configuration operation, a game behavior to be executed is configured for a controlled character controlled by the game account corresponding to the target zoom-out interface.

[0264] It should be noted that for the detailed description of the device, electronic device and computer-readable storage medium provided in the embodiments of the present application, reference can be made to the relevant description of the control method embodiment in the game provided in the embodiments of the present application, which will not be repeated here.

[0265] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

[0266] In a typical configuration, an electronic device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.

[0267] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.

[0268] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable operations, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined in this article, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.

[0269] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0270] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

Claims

1. A control method in a game, characterized in that: The method comprises: Displaying a first game interface corresponding to a first game account through a graphical user interface, wherein the first game account is associated with at least one second game account; In response to a first trigger operation for a preset event, a first reduced interface and at least one second reduced interface are displayed through the graphical user interface; the first reduced interface is a game interface obtained by reducing the first game interface according to a first ratio, and the second reduced interface is a game interface obtained by reducing the second game interface corresponding to the second game account according to the first ratio; a display area of ​​the first reduced interface and a display area of ​​the second reduced interface do not overlap; In response to the interface selection instruction, determining a target zoom-out interface, wherein the target zoom-out interface includes the first zoom-out interface or the second zoom-out interface; In response to the first configuration operation, a game behavior to be executed is configured for a controlled character controlled by the game account corresponding to the target zoom-out interface.

2. The method according to claim 1, characterized in that The graphical user interface includes a control display area and an interface display area; the first reduced interface and the at least one second reduced interface are displayed through the interface display area; the method further includes: According to the first trigger operation, multiple account controls are displayed in the control display area; the account controls include a first account control corresponding to the first game account and at least one second account control corresponding to the second game account; the control display area and the interface display area do not overlap.

3. The method according to claim 2, characterized in that Displaying multiple account controls in the control display area includes: A first target account control and a second target account control are displayed in the control display area, respectively; wherein the first target account control is an account control corresponding to a game account among the game accounts participating in the preset event, and the second target account control is an account control corresponding to a game account among the game accounts not participating in the preset event; the game accounts include the first game account and the second game account.

4. The method according to claim 2, characterized in that: The first game account is used to control a first controlled character, and the second game account is used to control a second controlled character; the method further includes: When each controlled character participates in the preset event and each controlled character belongs to the same camp, a camp identifier is displayed at the corresponding position of the multiple account controls respectively; each controlled character includes the first controlled character and the second controlled character, and the camp identifier is used to indicate that the first controlled character and the second controlled character belong to the same camp.

5. The method according to claim 2, characterized in that: The first game account is used to control a first controlled character, and the second game account is used to control a second controlled character; and the displaying of multiple account controls in the control display area includes: When each controlled character participates in the preset event and the camps to which each controlled character belongs include a first camp and a second camp, the account controls of the game accounts corresponding to the controlled characters in the first camp and the account controls of the game accounts corresponding to the controlled characters in the second camp are displayed in the control display area in a differentiated manner; Among them, the first camp and the second camp are hostile camps; each of the controlled characters includes the first controlled character and the second controlled character; the first camp is a camp including the first controlled character, and the second camp is a camp not including the first controlled character.

6. The method according to claim 1, characterized in that The step of determining a target zoom-out interface in response to the interface selection instruction includes: In response to the interface selection operation, generating the interface selection instruction; In response to the interface selection instruction, the first zoomed-out interface or the second zoomed-out interface selected by the interface selection operation is determined as the target zoomed-out interface.

7. The method according to claim 1, characterized in that The step of determining a target zoom-out interface in response to the interface selection instruction includes: generating the interface selection instruction according to the first trigger operation; In response to the interface selection instruction, a target controlled character among the controlled characters is determined, and the zoomed-out interface corresponding to the game account controlling the target controlled character is determined as the target zoomed-out interface; the controlled characters include a first controlled character controlled by the first game account and a second controlled character controlled by the second game account.

8. The method according to claim 7, characterized in that The step of determining a target controlled role among the controlled roles includes: S1: sorting the first controlled role and the second controlled role according to preset attributes of the controlled role to obtain a sorting result of each controlled role; S2: in response to the configuration state of the game behavior of the controlled character ranked at the ith position in the sorting result being in an unconfigured state, determining the controlled character ranked at the ith position as the target controlled character; S3: In response to the configuration state of the game behavior of the controlled character ranked at the i-th position in the sorting result being in the configured state, set i=i+1, and return to execute steps S2 to S3; wherein i traverses 1 to N, and N is the number of controlled characters in the sorting result.

9. The method according to claim 2, characterized in that: The step of determining a target zoom-out interface in response to the interface selection instruction includes: In response to the first control selection operation, determining a third target account control among the first account control and the second account control, and generating the interface selection instruction; In response to the interface selection instruction, the zoomed-out interface corresponding to the game account corresponding to the third target account control is determined as the target zoomed-out interface.

10. The method according to claim 1, characterized in that The target reduction interface includes at least one behavior control, the first configuration operation includes a second control selection operation for the first behavior control; in response to the first configuration operation, configuring a game behavior to be executed for a controlled character controlled by a game account corresponding to the target reduction interface includes: In response to the second control selection operation, determining a target behavior control among the behavior controls; The game behavior corresponding to the target behavior control is configured as the game behavior to be executed by the controlled character controlled by the game account corresponding to the target reduction interface.

11. The method according to claim 1, characterized in that: The method further comprises: After configuring the game behavior to be executed for the controlled character controlled by the game account corresponding to the target reduction interface, setting the configuration state of the game behavior of the controlled character controlled by the game account corresponding to the target reduction interface to a configured state; In response to the configuration state of the game behavior of the controlled character controlled by the game account corresponding to the target reduction interface being in the configured state, a first behavior identifier is displayed floating on the target reduction interface, and the first behavior identifier is used to represent the configured game behavior of the first target character.

12. The method according to claim 1, characterized in that The first game interface is displayed by a terminal device in a first placement posture; the first reduced interface and at least one second reduced interface are displayed by the graphical user interface, including: Detecting that the placement posture of the terminal device is adjusted from the first placement posture to the second placement posture; The first reduced interface and the second reduced interface are displayed through a graphical user interface of the terminal device in the second placement posture.

13. The method according to claim 12, characterized in that The graphical user interface of the terminal device in the first placement posture includes a first interface area and a second interface area; the method further includes: According to the first trigger operation, when the terminal device is in the first placement posture, a third reduced interface is displayed through the first interface area, and a plurality of controls are displayed through the second interface area; Among them, the account control includes a first account control corresponding to the first game account and at least one second account control corresponding to the second game account; the first interface area and the second interface display area do not overlap; the third reduced interface is a game interface obtained by reducing the first game interface according to a second ratio, and the second ratio is smaller than the first ratio.

14. The method according to claim 13, characterized in that The third reduced interface includes a first controlled character controlled by the first game account; the method further includes: In response to the configuration state of the game behavior of the first controlled character being in a configured state, determining a target second game account in the second game account; The third reduced interface in the first interface area is switched to a fourth reduced interface corresponding to the target second game account; the fourth reduced interface is a game interface obtained by limiting the second game interface corresponding to the target second game account according to the second ratio.

15. The method according to claim 14, characterized in that The method further comprises: When the target second game account is determined, prompt information is displayed at the associated position of the second account control corresponding to the target second game account, and the prompt information is used to prompt the configuration order of the game behavior of the second controlled character controlled by the target second game account.

16. The method according to claim 15, characterized in that The switching of the third reduced interface in the first interface area to a fourth reduced interface includes: In response to a second trigger operation on a second account control corresponding to the target second game account, the third zoomed-out interface in the first interface area is switched to a fourth zoomed-out interface.

17. The method according to claim 14, characterized in that The method further comprises: In response to the configuration status of the game behaviors of the controlled characters being in the configured state, the third reduced interface is displayed in the first interface area.

18. The method according to claim 2, characterized in that The method further comprises: In response to the zoomed-out interface switching operation, the zoomed-out interface displayed in the graphical user interface is switched to other zoomed-out interfaces that are not displayed; the zoomed-out interface includes the first zoomed-out interface and / or the second zoomed-out interface.

19. The method according to claims 1 to 18, characterized in that: The method further comprises: In response to the preset event ending, the first game interface corresponding to the first game account is displayed in full screen through the graphical user interface.

20. A control device in a game, characterized in that: The device comprises: a display unit, a determination unit and a configuration unit; The display unit is used to display a first game interface corresponding to a first game account through a graphical user interface, wherein the first game account is associated with at least one second game account; The display unit is further configured to display a first reduced interface and at least one second reduced interface through the graphical user interface in response to a first trigger operation for a preset event; the first reduced interface is a game interface obtained by reducing the first game interface according to a first ratio, and the second reduced interface is a game interface obtained by reducing the second game interface corresponding to the second game account according to the first ratio; a display area of ​​the first reduced interface and a display area of ​​the second reduced interface do not overlap; The determining unit is configured to determine a target zoom-out interface in response to an interface selection instruction, wherein the target zoom-out interface includes the first zoom-out interface or the second zoom-out interface; The configuration unit is used to configure a game behavior to be executed for a controlled character controlled by a game account corresponding to the target zoom-out interface in response to a first configuration operation.

21. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 19 is executed.

22. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 19.

Citation Information

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