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

By displaying multiple minimized interfaces within the game interface, the problem of switching between interfaces for multi-account control is solved, improving operational efficiency and the gaming experience.

CN119680187BActive Publication Date: 2026-02-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411716319.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-11-26
Publication Date
2026-02-27
Estimated Expiration
2044-11-26

AI Technical Summary

Technical Problem

In existing technologies, when players control multiple game accounts in a game application, they need to frequently switch between game interfaces, which leads to cumbersome operations, high time costs, and affects the game experience and efficiency.

Method used

By displaying minimized interfaces of multiple game accounts simultaneously in the graphical user interface, with each minimized interface not overlapping, players can configure game behavior without switching the main interface.

Benefits of technology

It reduces the time spent switching game accounts, improves the efficiency of multi-account control and the gaming experience, and allows players to more intuitively grasp the status of different controlled characters.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a control method and device in a game, electronic equipment and a readable storage medium. The method comprises the following steps: displaying a first game interface corresponding to a first game account, the first game account being associated with at least one second game account; in response to a first trigger operation for a preset event, displaying a first zoomed-out interface and at least one second zoomed-out interface without overlapping; the first zoomed-out interface being obtained by zooming out the first game interface by a first ratio, and the second zoomed-out interface being obtained by zooming out the second game interface by the first ratio; in response to an interface selection instruction, determining a target zoomed-out interface in the first zoomed-out interface or the second zoomed-out interface; and in response to a first configuration operation, configuring a game behavior of a controlled role controlled by a game account corresponding to the target zoomed-out interface. The method can reduce the switching time length when controlling different accounts, and improve the acquisition efficiency of game information corresponding to different accounts by players.
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Description

TECHNICAL FIELD

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

[0002] In related games, a player can open multiple game accounts in a game application, control different roles through different game accounts, and obtain more rich game experience and explore different game plots.

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

[0004] In the above manner, the control process of each game account is relatively cumbersome, involving repeated switching of multiple game interfaces, which is tedious and time-consuming, and is not conducive to intense game scenarios. In addition, the efficiency of the player obtaining game information corresponding to different game accounts is low.

[0005] It should be noted that the information disclosed in the above background section is only used to strengthen the understanding of the background of the present application, and therefore can include information that does not constitute prior art known to those of ordinary skill in the art. SUMMARY

[0006] Therefore, the present application provides a control method and device in a game, an electronic device and a computer readable storage medium, which can simplify the control operation process of multiple accounts by a player, reduce the switching time when controlling different accounts, thereby improving the control efficiency of multiple accounts by a player, improving the efficiency of a player obtaining game information corresponding to different game accounts, and improving the game experience of a player.

[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, display a first zoomed-out interface and at least one second zoomed-out interface through a graphical user interface; the first zoomed-out interface is a game interface obtained by zooming out the first game interface by a first ratio, and the second zoomed-out interface is a game interface obtained by zooming out the second game interface corresponding to the second game account by the first ratio; and a display area of the first zoomed-out interface and a display area of the second zoomed-out interface do not overlap;

[0009] In response to an interface selection instruction, determine a target zoomed-out interface, and the target zoomed-out interface includes the first zoomed-out interface or the second zoomed-out interface.

[0010] In response to a first configuration operation, configure a game behavior to be executed for a controlled role controlled by a game account corresponding to the target zoomed-out interface.

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

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

[0013] The display unit is further configured to display a first zoomed-out interface and at least one second zoomed-out interface through a graphical user interface in response to a first trigger operation for a preset event; the first zoomed-out interface is a game interface obtained by zooming out the first game interface by a first ratio, and the second zoomed-out interface is a game interface obtained by zooming out a second game interface corresponding to the second game account by the first ratio; and a display area of the first zoomed-out interface and a display area of the second zoomed-out interface do not overlap.

[0014] The determination unit is configured to determine a target zoomed-out interface in response to an interface selection instruction, and the target zoomed-out interface includes the first zoomed-out interface or the second zoomed-out interface.

[0015] The configuration unit is configured to configure a game behavior to be executed for a controlled role controlled by a game account corresponding to the target zoomed-out interface in response to a first configuration operation.

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

[0017] a processor; and

[0018] a memory configured to store a data processing program, and the electronic device is powered on and runs the program through the processor, and executes the method in the first aspect.

[0019] In a fourth aspect, an embodiment of the present application provides a computer readable storage medium, and the medium stores a data processing program, and the program is run through a processor and executes the method in the first aspect.

[0020] The game control method provided in the application comprises the following steps: displaying a first game interface corresponding to a first game account through a graphical user interface, i.e. the first game interface occupies the graphical user interface, and the first game account is associated with at least one second game account; in response to a first triggering operation of a preset event, displaying a first zoomed-out interface and at least one second zoomed-out interface through the graphical user interface; the first zoomed-out interface is a zoomed-out game interface obtained by zooming out the first game interface by a first ratio, and the second zoomed-out interface is a zoomed-out game interface obtained by zooming out a second game interface corresponding to the second game account by 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; in response to an interface selection instruction, determining a target zoomed-out interface, the target zoomed-out interface comprising the first zoomed-out interface or the second zoomed-out interface; and in response to a first configuration operation, configuring a game behavior to be executed for a controlled role controlled by a game account corresponding to the target zoomed-out interface.

[0021] It can be seen that, in the application, when the preset event is triggered, zoomed-out game interfaces corresponding to at least part of game accounts of multiple game accounts owned by a player can be simultaneously displayed in the graphical user interface, and the zoomed-out game interfaces do not overlap. Thus, compared with the related art, the application embodiment can ensure that the player can intuitively master the game states of different controlled roles, reduce the switching process between game interfaces caused by controlling different game accounts, further reduce the switching time length when the player controls different game accounts, thereby improving the control efficiency of the player on multiple accounts and improving the game experience of the player. BRIEF DESCRIPTION OF DRAWINGS

[0022] In order to more clearly illustrate the technical solutions of the application embodiments, the following will briefly introduce the drawings needed to be used in the description of the application embodiments. Obviously, the drawings in the following description are only some embodiments of the application, and other drawings can be obtained by those skilled in the art without creative labor.

[0023] Figure 1 An example interface display diagram for controlling multiple accounts in the game in the related art;

[0024] Figure 2 Another example interface display diagram for controlling multiple accounts in the game in the related art;

[0025] Figure 3 An example system diagram of a game system for implementing the game control method provided in the application embodiment;

[0026] Figure 4 An example flowchart of the game control method provided in the application embodiment;

[0027] Figure 5 An example interface display diagram provided by the embodiment of the present application for displaying multiple reduced interfaces is shown in FIG. 1.

[0028] Figure 6 An example interface display diagram provided by the embodiment of the present application for simultaneously displaying a reduced interface and an account control is shown in FIG. 2.

[0029] Figure 7 An example interface display diagram provided by the embodiment of the present application for configuring a game behavior for a controlled character is shown in FIG. 3.

[0030] Figure 8 An example interface display diagram provided by the embodiment of the present application for displaying a reduced interface when a terminal device adjusts a placement posture is shown in FIG. 4.

[0031] Figure 9 An example interface display diagram provided by the embodiment of the present application for displaying prompt information at a corresponding position of an account control is shown in FIG. 5.

[0032] Figure 10 An example structural diagram of a control device in a game provided by the embodiment of the present application is shown in FIG. 6.

[0033] Figure 11 An example structural block diagram of an electronic device for implementing a control method in a game provided by the embodiment of the present application is shown in FIG. 7. DETAILED DESCRIPTION

[0034] In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. However, it will be apparent to one skilled in the art that the present application can be practiced without the specific details set forth in this description. In other instances, well-known methods, procedures, components, and circuits have not been described in detail since it is considered that they can be adequately covered by those that are already known to those skilled in the art.

[0035] It should be noted that the terms "first", "second", "third", and the like in the claims, the specification, and the drawings of the present application are used to distinguish similar objects and are not necessarily used to describe a particular sequential or chronological order. The use of such terms is interchangeable under appropriate circumstances so that the embodiments of the present application described herein can be implemented in other than the order illustrated or described herein. Moreover, the terms "comprising", "having", and their conjugates, are intended to encompass the inclusion of a stated step or element but not the exclusion of any other steps or elements that can be possibly included. It is understood that elements recited in the claims can be combined and / or divided into further components to produce the expressions recited in the claims.

[0036] It should be understood that in the embodiments of the present application, "at least one" means one or more, "several" means one or more, and "multiple" means two or more. "And / or" is only a description of the association relationship of the associated objects, which means that there can be three relationships, for example, A and / or B can represent the following three cases: A exists alone, A and B exist together, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after it. "Including A, B and / or C" means including any 1 or any 2 or 3 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 corresponding to B" or "B corresponding 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 that B is determined only according to A, but also can be determined according to A and / or other information.

[0038] Before the embodiments of the present application are described in detail, the related art is further introduced.

[0039] As shown in Figure 1 , an example of interface display of multi-account control in the related art is provided. Figure 1 As shown in

[0040] In the graphical user interface 1000 shown in Figure 1 , a first area 100 and a second area 101 are included; wherein in the first area 100, account control 1, account control 2, account control 3 and account control 4 are generated, wherein each account control corresponds to a game account currently logged in by a player. Specifically, in the second area 101, the game interface of the game account corresponding to the account control 1 is currently displayed, and in the game interface, the role identifier 1 of the virtual character 1 controlled by the game account corresponding to the account control 1 is displayed, and the behavior control 2, the behavior control 3 and the behavior control 4 can be configured for the game behavior of the virtual character 1, if the player wants to configure the game behavior for the virtual character 1, a click operation can be applied 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 turn.

[0041] If a player wants to configure game behavior for the character 2 controlled by the game account corresponding to account control 2, the player can click on account control 2. In response to the click, the game interface displayed in the first area 101 can be switched to the game interface of the game account corresponding to account control 2. That is, interface 1000 is switched to interface 1001, and the game interface of the game account corresponding to account control 2 is displayed in interface 1001. This game interface can include the character identifier 5 of the virtual character 2 controlled by the game account corresponding to account control 2, as well as behavior controls 6, behavior control 7, and behavior control 8, which can configure game behavior for the virtual character 2 corresponding to the character identifier 5. Thus, the player can configure game behavior for the virtual character 2 based on behavior controls 6 to behavior controls 8.

[0042] Or, such as Figure 2 As shown, the graphical user interface 1002 displays the game interface 102 corresponding to the player's main account in full screen. This game interface 102 displays account control 1 corresponding to the main account, and account controls 9, 10, and 11 corresponding to three subordinate accounts. Therefore, when a player wants to control the subordinate account corresponding to account control 11, as shown in interface 1002, the player clicks on account control 11, switching interface 1002 to interface 1003. In interface 1003, the game interface 102 corresponding to the main account is displayed in the lower-level layer, and the game interface 1 of the subordinate account corresponding to account control 11 is displayed on top of it. 03. The game interface 103 displays the behavior controls 12 and 13 of the controlled character controlled by the secondary account. Correspondingly, the left side of the game interface 103 also displays the account controls corresponding to each account associated with the secondary account. In addition, a close control 14, a shrink control 15, and a minimize control 16 are also displayed. The close control 14 is used to close the game interface 103, making 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 102. The minimize control 16 can switch the interface 1003 to the interface 1002.

[0043] After a player has completed the control of the secondary account corresponding to the account control 11 on the interface 103, if they want to return to the main account's game interface 102, they need to perform a trigger operation on the shrink control 15 or 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 manner, the game interface needs to be switched first each time, and then the game interface is controlled. When the game interface is switched, at least part of the game interface corresponding to the remaining game account is covered. The control process of each game account is relatively complicated, involves repeated switching of multiple game interfaces, is complicated to operate, has a high time cost, and is not conducive to a game scene with intense battle.

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

[0046] The control method in a game provided by the embodiments of the present application can be executed by an electronic equipment, which can be a terminal or a server. The terminal can be a smart phone, a tablet computer, a notebook computer, or the like. The server can be a physical server, a server cluster composed of multiple physical servers, or a distributed system, and can also be a cloud server providing cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs, and basic cloud computing services such as 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 as a single server. When the server is software, it can be implemented as multiple software or software modules (for example, software or software modules for providing distributed services), or as a single software or software module. The embodiments of the present application do not make specific limitations in this regard.

[0047] In an optional embodiment, when the control method in a game is run on a terminal device, the terminal device stores a game application and a game virtual scene. The terminal device interacts with a player through a graphical user interface. The terminal device can provide the graphical user interface to the player in various ways, for example, by rendering and displaying on the display screen of the terminal device, or by presenting the graphical user interface through holographic projection.

[0048] In an optional embodiment, when the in-game control method is run on a server, the method can be implemented and executed based on a cloud gaming system. The cloud gaming system refers to a game mode based on cloud computing. The cloud gaming system includes a server and a client device. The running subject of a game application and the presentation subject of a game picture are separated, and the storage and running of the in-game control method are completed on the server. The presentation of a game picture is completed on the client. The client is mainly used for receiving and sending game data and presenting a game picture. For example, the client can be a display device close to a player side and having a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, a head-mounted display device, and the like, but the terminal device for processing game data is the server in the cloud. When playing a game, the player operates the client to send an instruction to the server, the server controls the running of the game according to the instruction, encodes and compresses game picture data, returns the data to the client through a network, and finally, the client decodes and outputs the game picture.

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

[0050] For example, in combination with the above description, Figure 3 A game system 5000 for implementing an in-game control method is shown. The game system 5000 can include at least one terminal 5001, at least one server 5002, and a network. The terminal 5001 held by a player can be connected to different game servers through the network. The terminal is any device having computing hardware capable of supporting and executing a software application tool corresponding to a game.

[0051] In the game system 5000 described above, the terminal 5001 is used to install and run a game application. In some cases, the terminal 5001 can not install the game application in advance, and the player can directly access the game through a browser or other client. The player logs in to the game application using a registered game account, and can control a virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 5001 sends a login request to the server 5002. The server 5002 verifies the game account used by the player, determines the game mechanism corresponding to the game account according to the login request, and returns a login success notification to the terminal 5001 after verification, such as Figure 3As shown, the terminal 5001 can log in multiple game accounts at the same time, and the game server 2002 and the terminal 5001 can perform data interaction for different game accounts. During the process that the player participates in the game through the game application program, the terminal 5001 and the server 5002 perform data interaction, 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 in the present application) and the received information, and sends the display data to the terminal 5001, so as to display the display data sent by the server 5002 to the player through the terminal 5001.

[0052] In possible application scenarios, different terminals 5001 can be served by different servers 5002, so as to distinguish the servers 5002 corresponding to different game terminals 5001, in the present application, the first and second modes will be used for description when necessary. Actually, the servers 5002 corresponding to different game terminals 5001 can be the same server 5002. Therefore, without distinguishing the first and second, it can be understood that the terminals 5001 corresponding to the virtual roles 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 through different servers. The network can be a wireless network or a wired network, such as a wireless network, 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 networks or hotspot networks to connect to other terminals or servers, etc. In addition, the game system 5000 can include multiple databases, and the multiple databases are coupled to different servers, and information related to the game can be continuously stored in the databases when different players are online to play multiplayer games.

[0054] It should be noted that, Figure 3 The game system diagram shown is only an example, and the game system 5000 described in the present application is used to more clearly illustrate the technical solutions of the present application, and does not limit the technical solutions provided in the present application. It can be known by those skilled in the art that with the evolution of the game system and the appearance of new business scenarios, the technical solutions provided in the present application are also applicable to similar technical problems.

[0055] It should be noted that the operations described in the subsequent detailed explanation of the game control methods provided in the embodiments of this application can all be considered as operations performed by the player using their fingers or other media such as a mouse, keyboard, or stylus. The specific medium used can be determined based on the type of electronic device. For example, when the electronic device is a touchscreen device such as a mobile phone, tablet, or game console, the player can operate the device using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touchscreen terminal device such as a desktop computer or laptop, the player can operate the device using external devices such as a mouse or keyboard.

[0056] The technical solution of this application will be 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 again in some embodiments.

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

[0058] Step S310: Display the first game interface corresponding to the first game account through the graphical user interface. 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 minimized interface and at least one second minimized interface are displayed through a graphical user interface; the first minimized interface is a minimized game interface obtained by scaling down the first game interface according to a first ratio, and the second minimized interface is a minimized game interface obtained by scaling down the second game interface corresponding to the second game account according to the first ratio; the display areas of the first minimized interface and the display areas of the second minimized interface do not overlap.

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

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

[0062] The following is a detailed description of steps S310 to S340.

[0063] Step S310: Display the first game interface corresponding to the first game account through the graphical user interface. 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 the player to interact with the virtual game, and 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 in a partial area of the graphical user interface, that is, in a small screen. The game interface of the virtual game can include at least part of the game scene and control components and the like for presenting the game world style and information for guiding user operation.

[0065] In the graphical user interface, various interface contents to be displayed in the game interface are usually presented in layers. The layer refers to a layered display manner in the graphical user interface, and 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 for rendering the game world and objects therein, including characters, environment, dynamic elements, and the like. The display of various UI (User Interface) elements is placed on a UI layer. For example, the UI elements can include but are not limited to various operation controls, information panels for displaying various game information (such as chat interface, character state panel, and the like), game mini-map, and the like. Since the UI elements are interface elements for the player to interact with the game, the display level of the UI layer on which the UI elements are placed is usually higher than that of the scene layer of the game scene. That is, the display level of each UI element is higher than that of the scene picture.

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

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

[0068] Further, one player controls multiple controlled characters in the game process, and the multiple controlled characters usually form a team and play as a team, but the multiple controlled characters controlled by one player can also belong to different game camps and participate 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, and control character C to perform a puzzle game task in area 3, and the like. In this embodiment, the state of the multiple controlled characters controlled by one player performing game tasks in the game is not limited.

[0069] The controlled character is a scene element displayed in the scene layer. The controlled character is a model that can be controlled by the player to move in the game. The model can be a model representing the image of the player or a model of a virtual object constituting 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 character includes, but is not limited to, at least one of a virtual person, a virtual animal, a virtual machine, a virtual building, and a virtual plant.

[0070] It should be noted that the game scene in the game interface is obtained by a virtual camera shooting at a specific view angle. The view angle is the angle when the virtual camera observes the virtual scene. 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. The virtual camera moves following the movement of the controlled character, and the orientation of the virtual camera turns following the turning of the virtual subject. Therefore, the virtual game scene is the part of the game scene in the 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 above or behind the controlled character controlled by the player. Therefore, the virtual game scene is the part of the game scene including the controlled character. Alternatively, in addition to the first-person view and the third-person view, the view angle also includes other view angles, such as a top view. When the top view is adopted, the virtual camera can be located above the head of the controlled character. The top view is a view angle for observing the virtual environment from the air.

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

[0072] In this embodiment, when a player corresponds to multiple game accounts, these game accounts are usually associated to ensure that the game system can identify which accounts belong to the same player and execute the corresponding game logic accordingly. For example, a player can correspond to one main account and multiple sub-accounts, with a subordinate relationship between the main account and the sub-accounts. In this way, the main account can control certain specific game functions of each sub-account. Alternatively, the multiple game accounts corresponding to a player may not have a subordinate relationship, but only an association relationship, so as to identify which game accounts belong to the same player through this association relationship.

[0073] Understandably, this connection can be identified through the identity information a player uses when registering their game account.

[0074] In step S310 above, the first game interface can be understood as one of the game interfaces currently displayed in the graphical user interface, which corresponds to the multiple game accounts of the player controlling the terminal device. The game account corresponding to the currently displayed first game interface is the first game account.

[0075] The aforementioned second game account is a game account that is associated with the first game account, that is, the other 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 referred to as the second game interface, and the second game interface is at least one game interface that is not currently displayed in the graphical user interface. That is, in this embodiment, the number of second game interfaces corresponds to the number of second game accounts, and can be one or more.

[0076] It should be noted that when the above-mentioned first game interface is displayed in the graphical user interface, it 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 have a larger and clearer game field of view.

[0077] It should be noted that in the embodiments 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 game progress, 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 are not limited to 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, a plurality of account controls can also be displayed on the first game interface, the plurality of account controls 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, based on the account controls, the player can control different game accounts. It can be understood that in the embodiments, the account controls displayed on the first game interface can not be the interface content of the first game interface, therefore, when the first game interface is displayed in a reduced size, the 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, displaying a first reduced interface and at least one second reduced interface through the graphical user interface; the first reduced interface is a reduced game interface obtained by reducing the first game interface according to a first scale, and the second reduced interface is a reduced game interface obtained by reducing the second game interface corresponding to the second game account according to the first scale; the display area of the first reduced interface and the display area of the second reduced interface do not overlap.

[0080] In the embodiments, the above-mentioned preset event can be understood as a game event in which the player needs to control the controlled characters of multiple game accounts respectively in the same game event, for example, a team battle game event, a cooperative puzzle game event, a cooperative resource collection event, etc., which are not specifically limited in the embodiments.

[0081] The trigger operation of the above-mentioned preset event can be a touch operation such as a pressing operation, a clicking operation, a sliding operation, etc. of the trigger control displayed in the first game interface and associated with the preset event by the player, or a shortcut key operation, a voice instruction operation, etc. or a moving operation of the player controlling the first controlled character to be less than a preset distance from an enemy controlled character or a specific non-player character, etc., which is not specifically limited. For example, when the preset event is a battle event, the player controls the first controlled character to be less than a preset distance from the enemy controlled character, which can trigger the battle event.

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

[0083] It can be understood that, due to the limitation of the screen size of the terminal device, in order to provide a visual experience for the player, when the player controls multiple game accounts, the graphical user interface provided by the terminal device can display only part of the zoomed-out interfaces when displaying multiple zoomed-out interfaces at the same time.

[0084] Optionally, the remaining zoomed-out interfaces not displayed can be switched to the remaining zoomed-out interfaces not displayed by responding to a zoomed-out interface switching operation, and the zoomed-out interface includes the first zoomed-out interface and / or the second zoomed-out interface. Optionally, the zoomed-out interface switching operation can include, but is not limited to, a touch operation such as a sliding operation, a clicking operation, a pressing operation, or a shortcut key operation, a voice instruction operation, and a gesture operation. For example, the player can apply a sliding operation to the graphical user interface to switch the zoomed-out interfaces currently displayed in the graphical user interface to the zoomed-out interfaces not displayed.

[0085] Alternatively, the first zoomed-out interface and the second zoomed-out interface can also be displayed by scrolling in the graphical user interface, that is, the zoomed-out interfaces are scrolled in the graphical user interface in a loop, which is not 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 zoomed-out interface, the first zoomed-out interface corresponding to the first game interface can be displayed in the graphical user interface in priority.

[0087] The first zoomed-out interface is a game interface obtained by scaling the first game interface displayed in full screen by a first ratio, that is, the first game interface is scaled without changing the aspect ratio of the first game interface, so that the distortion phenomenon caused by the scaling of the game interface can be avoided, the game interface looks natural, the original beauty is not lost, and the real layout is consistent, reducing the cognitive burden of the player. Similarly, the second game interface corresponding to each second game account is scaled by the same first ratio to obtain the second zoomed-out interface corresponding to each second game account. It should be noted that, in this embodiment, the second game interface corresponding to the second game account is not currently displayed in the graphical user interface, but the preset display resolution is a resolution that can be displayed in full screen, so the original preset size needs to be adjusted before being displayed when the zoomed-out interface is displayed.

[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 zoomed-in interface and the at least one second zoomed-in interface are displayed in the graphical user interface, the zoomed-in interfaces do not overlap, i.e., the zoomed-in interfaces do not block each other. In this way, the player can see multiple game interfaces at the same time, and the player can grasp the game states of different controlled characters at the same time.

[0090] Step S330: In response to the interface selection instruction, a target zoomed-in interface is determined, the target zoomed-in interface including the first zoomed-in interface or the second zoomed-in interface.

[0091] The interface selection instruction is a processing instruction for determining a target zoomed-in interface that meets the requirements in the zoomed-in interfaces. The generation manner of the interface selection instruction can be referred to the detailed description below, and will not be described herein.

[0092] Optionally, after the target zoomed-in interface is determined, the target zoomed-in interface can be displayed differently. Specifically, the target zoomed-in interface can have a highlighted interface boundary, for example, the interface boundary of the target zoomed-in interface can be highlighted and thickened, or a special effect can be displayed, the special effect can be one of a smoke effect, a light effect, etc. For example, the interface boundary of the target zoomed-in interface can be displayed by a circle of light smoke, which can assist the player in confirming the game account currently controlled. The manner of distinguishing and displaying the target zoomed-in interface is not specifically limited in this embodiment.

[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 zoomed-in interface.

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

[0095] Configuring a game behavior to be executed for a controlled character controlled by the game account corresponding to the target zoomed-in interface can be understood as determining a game behavior to be executed next by the controlled character corresponding to the target zoomed-in interface.

[0096] The game behavior can include but is not limited to a recovery behavior of using a medicine to restore blood volume, a battle behavior of releasing a game skill, a game behavior of moving a position, a game behavior of using a protective barrier for defense, a game behavior of summoning a pet, etc. The embodiment is not specifically limited and can be determined according to specific game events.

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

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

[0099] Step S342: Configuring a game behavior corresponding to the target behavior control as a game behavior to be executed by a controlled role of a game account corresponding to the target zoom-out interface.

[0100] It can be understood that the second control selection operation can include, but is not limited to, touch operations such as click operations, press operations, and sliding operations, or gesture operations, voice instruction operations, and the like, and the specific operations are not limited. For example, when the player applies a click operation to a certain behavior control, the behavior control can be determined as the target behavior control, and the game behavior corresponding to the behavior control can be configured as the game behavior to be executed by the controlled role corresponding to the target zoom-out interface.

[0101] In this way, the player can intuitively see multiple zoom-out interfaces to grasp the game states of different controlled roles, and can configure the game behaviors to be executed for different controlled roles without interface switching, reducing the switching process between game interfaces when controlling different game account controlled roles, further reducing the switching time when the player controls different game accounts, thereby improving the control efficiency of the player on multiple accounts and improving the game experience of the player.

[0102] Next, in combination with Figure 5 and a specific example, the game control method provided by the embodiments will be described in detail.

[0103] It should be noted that in the specific example shown in Figure 5 , 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 role A is a specific example of the first controlled role; the round-based battle event is a specific example of the preset event.

[0104] As shown in Figure 5As shown, when the mobile terminal is placed in landscape orientation, the game is in landscape display mode, and the game interface 200 corresponding to account A is displayed in full screen in the graphical user interface 2000. Four account controls are floating on the left side of the game interface 200, namely account control 201, account control 202, account control 203 and account control 204. Among them, 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 aforementioned account A. That is, in this game example, the player logs in to four game accounts at the same time to control different controlled characters.

[0105] As shown in the game interface 200, the game interface 200 displays a controlled character A controlled by account A. In addition, the game interface 2000 displays an account identifier 20 to represent account A, and behavior controls corresponding to the various behaviors that the controlled character A has in the game. In most cases, the account identifier 20 is the avatar 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, which makes it easy for players to establish a visual connection between the account identifier 20 and the account control 201. The behavior controls corresponding to the controlled character A are behavior control 21, behavior control 22 and behavior control 23.

[0106] Based on the aforementioned graphical user interface 2000, when a player controls the controlled character A to trigger a battle event, the game interface 200 and the game interface of the associated game account can be displayed in a scaled-down manner, and the game scene in the game interface 200 can be adjusted to the game scene corresponding to the battle event. That is, as shown... Figure 5 As shown, in response to a battle event triggered by the controlled character A, the graphical user interface 2000 can be switched to graphical user interface 2001. Graphical user interface 2001 displays a minimized interface 300 corresponding to the game interface 200, and a minimized interface 301 corresponding to account B (as indicated by account control 202). The minimized interface 300 displays account identifier 20 to indicate to the player that this minimized interface corresponds to account A, while the minimized interface 301 displays account identifier 26 to indicate to the player that this minimized interface corresponds to account B (corresponding to account control 202, i.e., the controlled character B).

[0107] At this time, based on the graphical user interface 2001, the player can click the zoomed-in interface 301 to determine it as a target zoomed-in interface, specifically, the border of the zoomed-in interface 301 as the target zoomed-in interface can be displayed in bold, that is, the graphical user interface 2001 is switched to display the graphical user interface 2002, and the interface border of the zoomed-in interface 301 displayed in the graphical user interface 2002 is displayed in bold to indicate that the zoomed-in interface 301 is the target zoomed-in interface. Then, the player can click the behavior control 27 displayed in the zoomed-in interface 301 to configure the game behavior corresponding to the behavior control 27 to the controlled role B, so that the controlled role B performs 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 zoomed-in interface 300 and the zoomed-in interface 301 can be switched to display the remaining zoomed-in interfaces, which will not be described here.

[0109] In this way, based on the graphical user interface 2002 or the graphical user interface 2001 described above, the player can configure game behaviors for different controlled roles controlled by different game accounts respectively. In this way, while the player can intuitively see multiple zoomed-in interfaces to master the game states of different controlled roles, the player can configure game behaviors to be performed for different controlled roles without switching interfaces, which reduces the switching process between game interfaces when the player controls different controlled roles of different game accounts, further reduces the switching time when the player controls different game accounts, thereby improving the control efficiency of the player on multiple accounts and improving the game experience of the player.

[0110] Next, the game control method provided in the application will be further described 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 full screen in the graphical user interface, a plurality of account controls can also be displayed suspended on the first game interface, and the plurality of 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 specific embodiments, the graphical user interface can include a control display area and an interface display area. The step S320 of displaying the first zoomed-in interface and the at least one second zoomed-in interface through the graphical user interface can specifically display the first zoomed-in interface and the second zoomed-in interface in the interface display area of the graphical user interface. Based on this, the game control method provided in the application can further include the following step S350.

[0113] Step S350: according to the first trigger operation, display a plurality of account controls 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 the respective reduced interfaces in the interface display area, a plurality of account controls can also be displayed in the control display area, which include a first account control corresponding to the first game account and a second account control corresponding to at least one second game account, in other words, all game accounts currently registered by the player.

[0115] The control display area and the interface display area do not overlap, that is, the display of the account controls and the reduced interfaces do not affect each other, and Figure 1 And Figure 2 As shown in the related art, when the account controls are displayed separately, the layout of the account controls does not change when sliding to view the plurality of reduced interfaces, reducing the cognitive burden of the player and improving the visual experience of the player.

[0116] In an optional specific embodiment, the step S350 of displaying a plurality of account controls in the control display area can be implemented through the following step S351.

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

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

[0119] As introduced above, the plurality of game accounts controlled by the player in the game can simultaneously execute the same game event or different game events. When the preset event is triggered, it indicates that the player currently needs to timely control the controlled characters participating in the preset event. 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 visual perception ability of the player can be further improved, and the player can intuitively know which game accounts need to be controlled.

[0121] For example, when the players control account A, account B and account C respectively, when a battle game event is triggered while displaying the game interface 1 corresponding to account A in full screen, the controlled roles participating in the battle game event include the controlled role A controlled by account A and the controlled role B controlled by account B, and the controlled role C controlled by account C does not participate in the battle game event, then the account control of the above-mentioned account A, the account control of the account B and the account control of the account C can be displayed in the display of the account control.

[0122] In the embodiment, the above-mentioned display mode can include but is not limited to: display in different brightness, such as, the first target account control is displayed in bright state, and the second target account control is displayed in dark state; adding a first label to the first target account control, and adding a second label to the second target account control, and the specific content of the label is not limited, for example, the first label can be a "same session" label, indicating that the game accounts corresponding to the first target account control participate in the same game event, and the second label can be a "non-same session" label, indicating that the game accounts corresponding to the second target account control do not participate in the same game event with the game accounts corresponding to the first target account control.

[0123] In the optional embodiment, as described above, the first game account is used to control the first controlled role, and the second game account is used to control the second controlled role; based on this, when the controlled roles participate in the preset event and belong to the same camp, a camp identifier is displayed at the corresponding position of the plurality of account controls, and the controlled roles include the first controlled role and the second controlled role, and the camp identifier is used to indicate that the first controlled role and the second controlled role belong to the same camp. For example, the camp identifier can be a "same team" label, or other graphical information representing the same camp, which is not specifically limited in the embodiment. For example, when the players control account A, account B and account C, the controlled role A controlled by account A and the controlled role B controlled by account B participate in the same battle game event, and the controlled role A and the controlled role B belong to the same camp, and the controlled role C controlled by account C does not participate in the battle game event, then a "same team" label is displayed at the corresponding position of the account controls corresponding to account A and account B, and no display is performed at the account control corresponding to account C. In this way, the player can intuitively and accurately determine which account controls the controlled role participating in the current battle game event, and the camp to which the controlled roles controlled by the game accounts participating in the battle game event belong.

[0124] In the optional embodiment, the step S350 of "displaying a plurality of account controls in the control display area" can also be implemented through the following step S352.

[0125] Step S352: In a case where each controlled role participates in the preset event, and the camp to which each controlled role belongs includes the first camp and the second camp, the account control of the game account corresponding to the controlled role in the first camp and the account control of the game account corresponding to the controlled role in the second camp are displayed in the control display area; and the first camp and the second camp are enemy camps; each controlled role includes the first controlled role and the second controlled role; the first camp is the camp including the first controlled role, and the second camp is the camp not including the first controlled role.

[0126] That is, when the first controlled role controlled by the first game account controlled by the player and the second controlled role controlled by the second game account both participate in the preset event, it is further judged which camp each controlled role belongs to, and when each controlled role belongs to different camps, i.e., belongs to the first camp and the second camp, the account controls corresponding to the controlled roles in different camps are displayed differently.

[0127] For example, when the first camp and the second camp are enemy camps, the camp where the first controlled role is located is referred to as the first camp, i.e., the home camp, and the camp not including the first controlled role is regarded as the second camp, i.e., the enemy camp; based on this, when displaying differently, a label representing different camps can be added to the account controls corresponding to the controlled roles belonging to different camps, such as adding a teammate label to the account controls of the home camp, adding an enemy label to the account controls of the enemy camp, and the specific display manner is not limited.

[0128] In this way, the player can further 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 the player and improve the management efficiency of multiple game accounts of the player.

[0129] Next, the related embodiments of displaying multiple account controls will be described in detail in combination with Figure 5 , Figure 6 and a specific example.

[0130] Based on the graphical user interface 2000 shown in Figure 5 , when the battle event is triggered, the graphical user interface 2000 shown in Figure 5 may be switched to display the graphical user interface 2003 shown in Figure 6 , which can be divided into two areas, namely the control display area 400 and the interface display area 401. In the control display area 400, the account controls 201, 202, 203, and 204 displayed in the graphical user interface 2000 shown in Figure 5 are displayed; and in the interface display area 401, the interface display area 401 shown in Figure 5The game interface 200 in the illustrated graphical user interface 2000 corresponds to the reduced interface 300 and the reduced interface 301 corresponding to the account B. Of course, the currently displayed reduced interface 300 and the reduced interface 301 can be switched to the reduced interfaces corresponding to the remaining accounts by the upward sliding operation, which will not be described here. It should be noted that the game account A currently triggers the battle event, so the game scene corresponding to the battle event is displayed in the reduced interface 300.

[0131] In addition, it is assumed that, in Figure 6 In the specific example shown, the controlled role A controlled by the account A, the controlled role B controlled by the account B, and the controlled role D controlled by the account D all participate in the battle event, and as shown in the reduced interface 300, the controlled role A and the controlled role B belong to the first team 24, and the controlled role D belongs to the second team 25. Based on this, when the account controls 400 corresponding to the multiple accounts owned by the player are displayed, the account controls corresponding to the game accounts participating in the currently triggered game event (such as the account control 201, the account control 202, and the account control 204) can be displayed at the top and highlighted to be distinguished from the account control 203 corresponding to the account C which does not participate in the battle event, so that the player can quickly obtain the game accounts participating in the current battle event.

[0132] At the same time, the "same team" label can be displayed at the upper right corner of the account control 201 corresponding to the account A in the first team 24 and the account control 202 corresponding to the account B, so as to be distinguished from the account control 204 corresponding to the account D in the second team 25, and to assist the player in intuitively identifying which account controls correspond to the accounts in the same team and which account controls correspond to the accounts in different teams.

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

[0134] In an optional specific embodiment, the interface selection instruction in the step S330 introduced above can be generated by any one of the following exemplary ways. It should be noted that in the present embodiment, the target reduced interface determined by the interface selection instructions generated by different ways is different, that is, the selected target reduced interface can be the first reduced interface or any second reduced interface.

[0135] Example one: generating the above-mentioned interface selection instruction in response to the interface selection operation.

[0136] Example two: generating the interface selection instruction according to the above-mentioned first trigger operation.

[0137] Example Three: Generating interface selection instruction in response to control selection operation.

[0138] Next, the specific implementation of generating interface selection instruction in response to the above-mentioned example one, example two and example three, and determining the target zoomed-out interface in response to the selection instruction is introduced.

[0139] For the above-mentioned example one, the interface selection operation can include touch operations such as click operation, sliding operation, pressing operation, or shortcut key operation, voice instruction operation, etc., which is not specifically limited. For example, when the player applies an action to the area displayed by the first zoomed-out interface, the interface selection instruction can be generated, and the zoomed-out interface indicated by the interface selection instruction is the first zoomed-out interface selected by the interface selection operation.

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

[0141] Specifically, refer to Figure 5 As shown in the figure, when the player applies a click operation to the zoomed-out interface 301 in the graphical user interface 2001, the zoomed-out interface 301 can be determined as the target zoomed-out interface to be highlighted in the graphical user interface 2002.

[0142] For the above-mentioned example two: that is, in response to the above-mentioned first trigger operation, the first zoomed-out interface and the second zoomed-out interface are displayed in the graphical user interface, and the interface selection instruction is automatically generated to automatically determine the target zoomed-out interface. Based on the generation method of the interface selection instruction of the above-mentioned example two, in the embodiment, after the interface selection instruction is generated according to the above-mentioned first trigger operation, the target controlled role in each controlled role is determined in response to the interface selection instruction, and the zoomed-out interface corresponding to the game account of the target controlled role is determined as the target zoomed-out interface; wherein the controlled role includes the first controlled role controlled by the first game account and the second controlled role controlled by the second game account.

[0143] The above-mentioned target controlled role can be any one of the first controlled role or the second controlled role, and in response to the interface selection instruction, one controlled role can be randomly selected as the target controlled role.

[0144] Or, in some optional specific embodiments, the target controlled role in each controlled role can be specifically determined by the following steps S1-S3.

[0145] Step S1: according to the preset attribute of the controlled role, the first controlled role and the second controlled role are sorted, and the sorting result of each controlled role is obtained;

[0146] Step S2: in response to the configuration state of the game behavior of the controlled role ranked in the i-th position in the sorting result being in the unconfigured state, the controlled role ranked in the i-th position is determined as the target controlled role;

[0147] Step S3: in response to the configuration state of the game behavior of the controlled role ranked in the i-th position in the sorting result being in the configured state, i is set to i+1, and steps S2-S3 are returned to be executed; wherein i traverses 1-N, and N is the number of controlled roles in the sorting result.

[0148] The above-mentioned preset attribute can include but is not limited to: the attack speed attribute, the position attribute, the importance attribute of the skills possessed by the controlled role in the battle, etc., and the embodiment is not specifically limited. In the subsequent scheme introduction, the attack speed attribute of the controlled role in the battle is taken as an example for scheme introduction.

[0149] Specifically, the controlled roles can be sorted in the order of attack speed from fast to slow to obtain the sorting result, and then whether each controlled role is the target controlled role is determined in turn according to the sorting in the sorting result until the target controlled role is determined.

[0150] For example, when N is 4, it means that the player currently controls four game accounts, which are account A, account B, account C and account D, and each account controls a controlled role A, a controlled role B, a controlled role C and a controlled role D respectively; the sorting according to the attack speed attribute is in turn: account C, account B, account D and account A; when i=1, it means that whether the controlled role C ranked in the first position is the target controlled role is determined, which is specifically: whether the configuration state of the current game behavior of the controlled role C controlled by the account C is unconfigured is detected, if yes, the controlled role C is determined as the target controlled role; if not, i is set to 2, whether the controlled role B ranked in the second position is the target controlled role is determined, which is specifically: whether the configuration state of the current game behavior of the controlled role B controlled by the account B is unconfigured is detected, if yes, the controlled role B is determined as the target controlled role, if not, i is set to 3, and so on, until the target controlled role is determined.

[0151] In this way, the player can configure the game behavior in turn according to the attack speed of each controlled role, the game operation process of the player is more smooth, and the game experience is better.

[0152] For the above example three: in response to the control selection operation, generate interface selection instruction. The example three needs to be implemented on the basis of the step S350 introduced in the foregoing, that is, when the plurality of account controls are displayed in the control display area, the third target account control in the first account control and the second account control can be determined through the control selection operation, and the interface selection instruction is generated, and further, in response to the interface selection instruction, the reduced interface corresponding to the game account corresponding to the third target account control can be determined as the target reduced interface.

[0153] That is, the example three specifically determines the target reduced interface through each account control displayed in the control display area.

[0154] In some optional embodiments, the game control method provided in the application can further include steps S360-S370.

[0155] Step S360: after the game behavior of the controlled role controlled by the game account corresponding to the target reduced interface is configured, the configuration state of the game behavior of the controlled role controlled by the game account corresponding to the target reduced interface is set to a configured state.

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

[0157] The configured state means that the game behavior has been configured for the controlled role corresponding to the target reduced interface, and when the configured state is in the configured state, the first behavior identifier can be displayed on the target reduced interface to prompt the player that the controlled role corresponding to the target reduced interface has configured the game behavior, so that the player can intuitively know which game behaviors of the controlled roles have been configured and which have not been configured, and the efficiency of the player in managing multiple accounts is further improved.

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

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

[0160] Next, the above-mentioned embodiments will be described in detail. Figure 7And a specific example, the above-mentioned display first behavior identification is described in detail.

[0161] As Figure 7 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 role A; based on this, the graphical user interface 2003 can be switched to display the graphical user interface 2004 in response to the click operation, and in the graphical user interface 2004, since the game behavior of the controlled role A corresponding to the reduced interface 300 has been configured, a mask can be added to the reduced interface 300 to distinguish it from the reduced interfaces corresponding to the controlled roles of the remaining unconfigured game behaviors; In addition, the account control 201 and the skill identifier 29 corresponding to the 1 skill of the behavior control 21 configured for the controlled role A can also be displayed in suspension above the reduced interface 300 added with the mask, and the skill identifier 29 is a specific example of the first behavior representation described above.

[0162] In addition, when the configuration state of the game behavior of the controlled role A is in the configured state, if the controlled role B controlled by the account B needs to take priority among the remaining controlled roles of the unconfigured game behavior, the controlled role B can be automatically positioned to the reduced interface 301, and the interface frame of the reduced interface 301 is displayed with a thickened frame to prompt the player that the game behavior configuration of the controlled role B corresponding to the reduced interface 301 is currently needed.

[0163] Alternatively, when automatically positioning to the reduced interface 301, the player can also apply a click operation to the account control 204 to display the reduced interface corresponding to the account control 204 in the interface display area 400 to realize the priority configuration of the game behavior of the controlled role D controlled by the game account D corresponding to the account control 204, which will not be described here.

[0164] In some optional embodiments, it can be understood that generally, 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 being associated with the first display mode of the game, and the second posture being 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 step S310 is displayed through the graphical user interface provided by the terminal device in the first placement posture, the display method 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 shrunk, 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 the entire interface space of the graphical user interface cannot be used reasonably and effectively, 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, the matching degree between each thumbnail interface and the graphical user interface can be improved, and the player's visual experience can be further improved.

[0166] For example, when the first placement posture is a landscape orientation, the first game interface is displayed in full screen in the landscape orientation graphical user interface, that is, the aspect ratio of the first game interface is greater than 1; when it is shrunk down, the aspect ratio is also greater than 1. If each shrunk interface with an aspect ratio greater than 1 is presented in the graphical user interface provided by the terminal device in landscape orientation, the interface space of the graphical user interface cannot be fully utilized. However, when the terminal device is adjusted from landscape orientation to portrait orientation (second placement posture), and each shrunk interface is displayed in the graphical user interface provided by the terminal device in portrait orientation, the width of each shrunk interface can be matched with the width of the graphical user interface of the terminal device in portrait orientation, so as to make reasonable use of the space of the graphical user interface.

[0167] Alternatively, when the first orientation is a portrait orientation, the first game interface is displayed in full-screen mode, meaning the aspect ratio of the first game interface is less than 1. Even after scaling it down, the aspect ratio remains less than 1. If the scaled-down interface is displayed through the graphical user interface of a terminal device in landscape orientation, the height of the scaled-down interface matches the height of the graphical user interface of the terminal device in landscape orientation. This maximizes the use of the screen's vertical space, making the interface content more compact and thus making better use of the graphical user interface's space. Furthermore, displaying a game scene that was originally displayed in landscape orientation in portrait mode is more suitable for one-handed operation, especially on mobile devices, where finger swiping is more natural, and users can more easily view different scaled-down interfaces by swiping up and down.

[0168] Based on this, the step S320 above, "displaying the first zoomed-out interface and at least one second zoomed-out 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 has been 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 visual experience of the player can be further improved, and the game experience of the player can be enriched.

[0172] Next, in combination with Figure 8 and a specific example, the game control method provided by the embodiments is described in detail.

[0173] Based on the graphical user interface 2003, if the player adjusts the terminal device from the horizontal screen placement posture to the vertical screen placement posture, the graphical user interface 2003 can be switched to display the graphical user interface 2005. The graphical user interface 2005 is a graphical user interface provided for the terminal device in the vertical screen placement posture, and when the reduced interfaces corresponding to the accounts are 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, so as to maximize the use of the height direction space of the screen and make the interface content more compact. For example, compared with the graphical user interface 2003 in the horizontal screen posture, the graphical user interface 2005 in the vertical screen posture can simultaneously display the reduced interface 300, the reduced interface 301, and the reduced interface 303, and the number of displayed reduced interfaces is larger, thereby further reducing the process of switching the game interface.

[0174] The manner of configuring the game behavior and determining the target reduced interface in the graphical user interface 2005 can refer to the description of Figure 5 to Figure 7 and will not be described here.

[0175] In some optional embodiments, the graphical user interface of the terminal device in the first placement posture includes a first interface region and a second interface region. Based on this, the game control method provided by the present application can further include the following step S380.

[0176] Step S380: according to a first trigger operation, when the terminal device is in the first placement posture, displaying a third reduced interface through the first interface region and displaying a plurality of controls through the second interface region; wherein the account controls include a first account control corresponding to a first game account and a second account control corresponding to at least one second game account; the control display region and the interface display region do not overlap; and the third reduced interface is a game interface obtained by scaling the first game interface according to a second scale.

[0177] In this 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 in the graphical user interface provided by the terminal device in the first placement posture, and the plurality of account controls are displayed through the second interface area. It can be understood that the plurality of account controls can include the first account control and the second account control.

[0178] That is, the present step S380 provides another display mode of the graphical user interface when the preset event is triggered. In the embodiments described above, when the preset event is triggered, a plurality of reduced interfaces can be displayed in the graphical user interface. Even if the size of the graphical user interface affects the display of only one reduced interface, different reduced interfaces can be displayed by sliding operation. In the present step S380, only the third reduced interface is displayed in the first interface area, and the reduced interfaces cannot be switched by sliding operation. The third reduced interface has a different interface size from the first reduced interface and the second reduced interface. In the present 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 that of the first reduced interface or the second reduced interface. In this display mode, the player can configure corresponding game behaviors for the first controlled role based on the behavior controls displayed in the third reduced interface. The specific configuration process can be referred to the description above, and will not be described here.

[0179] It should be noted that, as described above, the control method in the game provided by the present application can include two game modes.

[0180] The first mode is that 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 can 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 with the adjustment of the placement posture of the terminal device. For example, when the first game interface is displayed in a vertical screen display mode, in response to the first trigger operation for the preset event, the first reduced interface and the second reduced interface are still displayed in the vertical screen display mode. Even if the terminal device is adjusted from the vertical screen placement posture to the horizontal screen placement posture, the graphical user interface provided by the terminal device in the horizontal screen placement posture is still displayed in the vertical screen display mode.

[0181] The second kind: the game mode introduced in the above steps S321 and S322, when the first game interface is displayed by the terminal device in the first placement posture, the first and second reduced interfaces can be displayed in response to the first trigger operation for the preset event and when the change of the placement posture of the terminal device is detected; when the change of the placement posture of the terminal device is not detected, the display mode introduced in the above step S380 is used for display.

[0182] In some embodiments, the above two game modes can be used alternatively in the game application, for example, the player can configure an adaptive control in the setting interface of the game, when the state of the adaptive control is turned on, the above second game mode is used, and when the state of the adaptive control is turned off, the above first game mode is used.

[0183] Alternatively, in some embodiments, the above two game modes can be used alternatively in the game application, that is, the two game modes are independent of each other, and the use of one game mode is not a prerequisite for the use of the other game mode.

[0184] Based on the above step S380 and the embodiments described above, the first controlled role controlled by the first game account can be included in the third reduced interface, and further, the control method in the game provided by the application can further include the following steps S390-S3100.

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

[0186] Step S3100: switching the third reduced interface in the first interface region to a 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] Optionally, in specific embodiments, the target second account in the second game account can be determined by the following exemplary ways.

[0188] Example one: determining the second game account corresponding to the second account control selected by the third control selection operation as the target second game account in response to the third control selection operation.

[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 region, which can include but is not limited to a click operation, a press operation, a sliding operation, a voice instruction operation, etc., and is not specifically limited.

[0190] Example 2: automatically determine the target second game account from the second game accounts according to the following steps T1-T3.

[0191] T1: sort the second controlled roles according to the preset attribute of the second controlled roles, to obtain a sorting result corresponding to the second controlled roles;

[0192] T2: in response to the configuration state of the game behavior of the second controlled role ranked at the jth position in the sorting result corresponding to the second controlled roles being in the unconfigured state, determine the second game account corresponding to the second controlled role 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 role ranked at the jth position in the sorting result corresponding to the second controlled roles being in the configured state, make j=j+1, and return to execute steps S2-S3; wherein j traverses 1-M, and M is the number of second controlled roles in the sorting result corresponding to the second controlled roles.

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

[0195] The difference between steps T1-T3 and steps S1-S3 described above is that step S1 sorts all controlled roles including the first controlled role according to the preset attribute, while in step T1, since the configuration state of the game behavior of the first controlled role is in the configured state, step T1 only sorts the second controlled roles and determines the target second game account from the second game accounts corresponding to the second controlled roles; that is, the number of controlled roles in the sorting result is different.

[0196] In some optional embodiments, based on step S380 described above, the game control method provided in the application can further include the following step S3110.

[0197] Step S3110: when the target second game account is determined, display prompt information 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 role controlled by the target second game account.

[0198] That is, the third zoomed-out interface displayed in the first interface region can be automatically switched to the fourth zoomed-out interface after the prompt information is displayed.

[0199] The aforementioned prompt can be a bubble notification displayed at the associated location of the second account control corresponding to the target second game account. It indicates to the player that the next controlled character to be configured is the controlled character corresponding to the target second game account. The associated location of the second account control can be near the control itself, such as on the left or upper right corner. This establishes a visual connection between the second account control and the prompt, reducing the player's cognitive load.

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

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

[0202] That is, when a prompt message is displayed, the player can only perform the switching steps of the game interface in the first interface area after performing the corresponding operation.

[0203] The second triggering operation mentioned above may include, but is not limited to: click operation, press operation, swipe operation, voice command operation, etc., without specific restrictions.

[0204] As can be seen, through the above embodiments, relevant prompts can be displayed at the corresponding positions of the corresponding account controls based on the configuration status of the game behavior of the controlled characters controlled by each account. This makes it easier for players to refer to the prompts to manage each account, reducing the cognitive burden on players and improving the efficiency of managing multiple accounts in multi-account application scenarios.

[0205] Below, in conjunction with Figure 9 A specific example is provided to describe in detail the relevant embodiments for displaying the third minimized interface.

[0206] like Figure 9 As shown, the game interface 200 corresponding to account A is displayed in full screen in the graphical user interface 2006, and four account controls are floating on the left side of the game interface 200, namely account control 201, account control 202, account control 203 and account control 204; among them, 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 aforementioned account A. That is, in this game example, the player logs in with four game accounts at the same time to control different controlled characters.

[0207] In addition, Figure 9 In the specific example shown, assuming that controlled character A controlled by account A and controlled character B controlled by account B have teamed up, then the "Teammate" label will be displayed at the corresponding positions of the account controls 201 and 202, so that players can intuitively obtain the team information between the accounts they control.

[0208] Based on the graphical user interface 2006, in response to a triggered battle event, assuming the controlled characters participating in the battle event include controlled character A, controlled character B, and controlled character D, and controlled character D belongs to a different faction from controlled character A, and controlled character D does not participate in the battle event, then the graphical user interface 2006 can be switched to graphical user interface 2007. Graphical user interface 2007 includes a first interface area 500 and a second interface area 501. The first interface area 500 displays a minimized interface 310 corresponding to account control 201, and the second interface area 501 displays account controls corresponding to the player's currently registered game accounts. Specifically, the account control 201 corresponding to controlled character A, the account control 202 corresponding to controlled character B, and the account control 204 corresponding to controlled character D are highlighted to indicate to the player that controlled characters A, B, and D are currently participating in the battle event, while controlled character C is not participating.

[0209] Based on the user interface 2007, assuming a player clicks on behavior control 21, the player can configure the game behavior corresponding to behavior control 21 for the controlled character A. For example, the game behavior corresponding to behavior control 21 can release skill 1. In response to the end of the click operation, the graphical user interface 2007 can be switched to graphical user interface 2008. In graphical user interface 2008, the behavior identifier of the game behavior currently configured for the controlled character A is displayed in a bubble on the right side of account control 201. For example, it can be displayed that the currently configured game behavior is skill 1. In addition, a prompt message can also be displayed in a bubble on the right side of account control 202. For example, the text message "Pending Deployment" can be displayed. This can prompt the player that they need to configure the game behavior for the controlled character B controlled by account B corresponding to account control 202.

[0210] Based on the graphical user interface 2008, if a player clicks on the account control 202, the graphical user interface 2008 can be switched to the graphical user interface 2009. In the second interface area 500 of the graphical user interface 2009, the minimized interface 310 is switched to the minimized interface 311 corresponding to account B of the account control 202, and the prompt information on the right side of the account control 202 is canceled.

[0211] As can be seen, in Figure 9 In the specific example shown, the relevant prompt information can be displayed at the corresponding position of the account control according to the configuration state of the game behavior of the controlled role controlled by each account, so that the player can refer to the prompt information to manage each account, which can reduce the cognitive burden of the player and improve the management efficiency of the player in the multi-account application scenario.

[0212] Optionally, in some optional embodiments, based on the step S380 described above. The game control method provided by the embodiments of the present application can further include the following step S3120.

[0213] Step S3120: in response to the configuration state of the game behavior of each controlled role being in the configured state, displaying the third zoomed-out interface in the first interface region.

[0214] That is, the purpose of this step S3120 is to switch the game interface currently displayed in the first interface region to the third zoomed-out interface for viewing when the game behavior of each controlled role has 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 viewing.

[0215] In the optional embodiments, based on any of the embodiments described above, the game control method provided by the present application can further respond to the end of the preset event, and the first game interface corresponding to the first game account can be displayed full screen through the graphical user interface.

[0216] Thus far, the method provided by the embodiments of the present application has been described. In the embodiments of the present application, when the preset event is triggered, the zoomed-out game interfaces corresponding to at least part of the game accounts of the multiple game accounts owned by the player can be displayed simultaneously in the graphical user interface, and each zoomed-out game interface does not overlap. Compared with the related art, while ensuring that the player can simultaneously grasp the game states of different controlled roles, the switching process between game interfaces caused by controlling different game accounts is reduced, and the switching duration of the player when controlling different game accounts is further reduced, thereby improving the control efficiency of the player on multiple accounts and improving the game experience of the player.

[0217] In addition, the relevant prompt information can be displayed at the corresponding position of the account control or the zoomed-out interface or the game interface can be displayed in different display manners in combination with factors such as the teaming-up situation of the multiple controlled roles controlled by the player, the participation situation of the preset event, and the configuration state of the game behavior of each controlled role, so as to facilitate the player to intuitively obtain the prompt information, thereby achieving convenient management of each game account and improving the control efficiency of the player on multiple accounts.

[0218] Further, the display mode of each reduced interface can be adjusted in combination with the placement posture of the terminal device, the playability of the game is increased, the visual experience of the player is improved, and thus the game experience of the player is improved.

[0219] It should be noted that, Figure 5 to Figure 9 The dashed lines in the schematic diagram are fictitious lines for easy understanding, and the dashed lines do not exist on the graphical user interface displayed by the terminal device.

[0220] In addition, it can be understood that the size, appearance, layout, display text and the like of each element in the schematic diagram shown in the above Figure 1 、 Figure 2 、 Figure 5 to Figure 9 are exemplary and are not limited to the actual graphical user interface.

[0221] It should be noted that in the drawings, the same patterns represent the same elements, so the patterns are labeled and introduced when they first appear, and although they are not labeled in subsequent drawings, they can be referred to in the previous drawings.

[0222] Corresponding to the control method in the game provided in the embodiments of the present application, the embodiments of the present application also provide a control device 3000 in the game, as shown in Figure 10 The device 3000 includes a display unit 3001, a determination unit 3002, and a configuration unit 3003.

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

[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 a 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;

[0225] The determination unit 3002 is configured to determine a target reduced interface in response to an interface selection instruction, the target reduced interface includes the first reduced interface or the second reduced interface.

[0226] The configuration unit 3003 is configured to configure a game behavior to be executed for a controlled role controlled by a game account corresponding to the target reduced interface in response to a first configuration operation.

[0227] Optionally, the graphical user interface comprises a control display area and an interface display area; the first zoomed-out interface and the at least one second zoomed-out interface are displayed through the interface display area.

[0228] The display unit 3001 is further configured to display a plurality of account controls in the control display area according to the first trigger operation; the account controls comprise 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 configured to display a first target account control and a second target account control in the control display area; the first target account control is an account control corresponding to a game account participating in the preset event among the game accounts, and the second target account control is an account control corresponding to a game account not participating in the preset event among the game accounts; the game accounts comprise the first game account and the second game account.

[0230] Optionally, the display unit 3001 is further specifically configured to display a camp identifier at a corresponding position of the plurality of account controls when each controlled character participates in the preset event and each controlled character belongs to the same camp, in a case that 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; the controlled characters comprise 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.

[0231] Optionally, 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.

[0232] The display unit 3001 is specifically configured to display an account control of a game account corresponding to a controlled character in the first camp and an account control of a game account corresponding to a controlled character in the second camp in the control display area, in a case that each controlled character participates in the preset event and a camp to which each controlled character belongs comprises the first camp and the second camp.

[0233] The first camp and the second camp are enemy camps; the controlled characters comprise the first controlled character and the second controlled character; the first camp is a camp comprising the first controlled character, and the second camp is a camp not comprising the first controlled character.

[0234] Optionally, the determining unit 3002 is specifically configured to generate the interface selection instruction in response to the interface selection operation, and 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 determining unit 3002 is specifically configured to generate the interface selection instruction according to the first trigger operation, and determine a target controlled role in the controlled roles and determine a zoomed-out interface corresponding to a game account controlling the target controlled role as the target zoomed-out interface in response to the interface selection instruction, wherein the controlled roles include a first controlled role controlled by the first game account and a second controlled role controlled by the second game account.

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

[0237] S1: According to the preset attribute of the controlled role, the first controlled role and the second controlled role are sorted to obtain the sorting result of each controlled role.

[0238] S2: In response to the configuration state of the game behavior of the controlled role ranked in the i-th position in the sorting result being in the unconfigured state, the controlled role ranked in the i-th position is determined as the target controlled role.

[0239] S3: In response to the configuration state of the game behavior of the controlled role ranked in the i-th position in the sorting result being in the configured state, i is set to i+1, and steps S2-S3 are returned to be executed; wherein i traverses 1-N, and N is the number of controlled roles in the sorting result.

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

[0241] Optionally, the target zoomed-out 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 configured to determine a target behavior control in the behavior control in response to the second control selection operation, and configure a game behavior corresponding to the target behavior control as a game behavior to be executed by a controlled role controlled by a game account corresponding to the target zoomed-out interface.

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

[0244] Optionally, the display unit 3001 is specifically configured to display the first game interface through the terminal device in the first placement posture; detect that the placement posture of the terminal device is adjusted from the first placement posture to a second placement posture; and display the first zoom-out interface and the second zoom-out interface through a 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 region and a second interface region.

[0246] The display unit 3001 is further configured to, according to the first trigger operation, display a third zoom-out interface through the first interface region and display a plurality of controls through the second interface region when the terminal device is in the first placement posture; the account controls include a first account control corresponding to the first game account and a second account control corresponding to at least one of the second game accounts; the first interface region and the second interface region do not overlap; and the third zoom-out interface is a game interface obtained by zooming out the first game interface according to a second ratio, and the second ratio is smaller than the first ratio.

[0247] Optionally, the third zoom-out interface includes a first controlled character controlled by the first game account.

[0248] The display unit 3001 is further configured to, in response to the configuration state of the game behavior of the first controlled character being in the configured state, determine a target second game account in the second game accounts; and switch the third zoom-out interface in the first interface region to a fourth zoom-out interface corresponding to the target second game account; and the fourth zoom-out interface is a game interface obtained by zooming out a second game interface corresponding to the target second game account according to the second ratio.

[0249] Optionally, the display unit 3001 is further configured to display prompt information at an associated position of a second account control corresponding to the target second game account when the target second game account is determined, the prompt information being used to prompt a configuration order of a game behavior of a second controlled role controlled by the target second game account.

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

[0251] Optionally, the display unit 3001 is further configured to display the third zoomed-out interface in the first interface region in response to the configuration state of the game behavior of each controlled role being in the configured state.

[0252] Optionally, the display unit 3001 is further configured to switch the zoomed-out interface displayed in the graphical user interface to the remaining zoomed-out interfaces not displayed in response to a zoomed-out interface switching operation; 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 a first game account in full screen through the graphical user interface in response to the end of the preset event.

[0254] Corresponding to the game control method provided in the embodiments of the present application, the embodiments of the present application further provide an electronic device 4000 for implementing the game control method, as shown in the following Figure 11 The electronic device 4000 includes a processor 4001 and a memory 4002 for storing the program of the game control method. After the device is powered on and the processor runs the program of the game control method, any embodiment of the above method embodiments is executed, for example, the following steps can be executed:

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

[0256] In response to a first triggering operation on 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 game interface obtained by zooming out the first game interface according to a first ratio, the second zoomed-out interface is a game interface obtained by zooming out 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;

[0257] In response to the interface selection instruction, a target zoom-out interface is determined, the target zoom-out interface including the first zoom-out interface or the second zoom-out interface.

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

[0259] Corresponding to the game control method provided in the embodiments of the present application, the embodiments of the present application also provide a computer readable storage medium, which stores a program of the game control method, the program is run by a processor, and any of the above method embodiments is executed, for example, the following steps can be executed:

[0260] A first game interface corresponding to a first game account is displayed in full screen through a graphical user interface, the first game account and at least one second game account are associated;

[0261] In response to a first trigger operation for a preset event, a first zoom-out interface and at least one second zoom-out interface are displayed through the graphical user interface, the first zoom-out interface is a game interface obtained by zooming out the first game interface by a first ratio, the second zoom-out interface is a game interface obtained by zooming out a second game interface corresponding to the second game account by the first ratio, and a display area of the first zoom-out interface and a display area of the second zoom-out interface do not overlap.

[0262] In response to the interface selection instruction, a target zoom-out interface is determined, the target zoom-out interface including the first zoom-out interface or the second zoom-out interface.

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

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

[0265] Although the above is disclosed in the preferred embodiments of the present application, it is not intended to limit the present application, and any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application, therefore the protection scope of the present application should be limited by the scope defined in the claims of the present application.

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

[0267] Memory can include, without being limited to, non-persistent memory, random access memory (RAM), and / or non-volatile memory, such as read only memory (ROM), or flash memory, etc., in the form of computer-readable media. Memory is an example of computer-readable media.

[0268] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media can be implemented by any method or technology to store information. 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 technologies, compact disc read only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassette, magnetic tape, magnetic disk storage or other magnetic storage devices or any other non-transmission medium that can be used to store information that can be accessed by a computing device. According to the definition herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carriers.

[0269] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as a method, system or computer program product. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware aspects. 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 with reference to the preferred embodiments above, it is not intended to limit the present application, and any person skilled in the art can 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 should be defined by the scope of the claims.

Claims

1. A control method in a game, characterized by, The method comprises: displaying, through a graphical user interface, a first game interface corresponding to a first game account, the first game account being associated with at least one second game account; in response to a first trigger operation for a preset event, displaying, through the graphical user interface, a first zoomed-out interface and at least one second zoomed-out interface; the first zoomed-out interface being a game interface obtained by zooming out the first game interface by a first ratio, and the second zoomed-out interface being a game interface obtained by zooming out a second game interface corresponding to the second game account by the first ratio; the display area of the first zoomed-out interface and the display area of the second zoomed-out interface being non-overlapping; in response to an interface selection instruction, determining a target zoomed-out interface, the target zoomed-out interface comprising the first zoomed-out interface or the second zoomed-out interface; in response to a first configuration operation, configuring a game behavior to be executed for a controlled character controlled by a game account corresponding to the target zoomed-out interface. The method further comprises: in response to a zoomed-out interface switching operation, switching the zoomed-out interface displayed in the graphical user interface to the remaining zoomed-out interfaces not displayed; the zoomed-out interfaces comprising the first zoomed-out interface and / or the second zoomed-out interface.

2. The method of claim 1, wherein, The graphical user interface comprises a control display area and an interface display area; the first zoomed-out interface and the at least one second zoomed-out interface are displayed through the interface display area; the method further comprises: in accordance with the first trigger operation, displaying a plurality of account controls in the control display area; the account controls comprising 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 being non-overlapping.

3. The method of claim 2, wherein, The displaying of the plurality of account controls in the control display area comprises: distinguishing and displaying 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 participating in the preset event among the game accounts, and the second target account control is an account control corresponding to a game account not participating in the preset event among the game accounts; the game accounts comprising the first game account and the second game account.

4. The method of claim 2, wherein, 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 comprises: when each controlled character participates in the preset event and each controlled character belongs to the same camp, displaying a camp identifier at a corresponding position of the plurality of account controls; each controlled character comprising the first controlled character and the second controlled character, and the camp identifier being used to indicate that the first controlled character and the second controlled character belong to the same camp.

5. The method of claim 2, wherein, 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 displaying of the plurality of account controls in the control display area comprises: In a case where each controlled role participates in the preset event, and each camp to which the controlled role belongs includes a first camp and a second camp, the account control of the game account corresponding to the controlled role in the first camp and the account control of the game account corresponding to the controlled role in the second camp are displayed in the control display area. The first camp and the second camp are enemy camps; each controlled role includes the first controlled role and the second controlled role; the first camp is a camp including the first controlled role, and the second camp is a camp not including the first controlled role.

6. The method of claim 1, wherein, The target zoom-out interface is determined in response to the interface selection instruction, including: The interface selection instruction is generated in response to the interface selection operation; The first zoom-out interface or the second zoom-out interface selected by the interface selection operation is determined as the target zoom-out interface in response to the interface selection instruction.

7. The method of claim 1, wherein, The target zoom-out interface is determined in response to the interface selection instruction, including: The interface selection instruction is generated according to the first trigger operation; A target controlled role is determined from the controlled roles, and a zoom-out interface corresponding to the game account controlling the target controlled role is determined as the target zoom-out interface in response to the interface selection instruction; the controlled roles include a first controlled role controlled by the first game account and a second controlled role controlled by the second game account.

8. The method of claim 7, wherein, The target controlled role is determined from the controlled roles, including: S1: The first controlled role and the second controlled role are sorted according to preset attributes of the controlled roles, and a sorting result of the controlled roles is obtained; S2: A controlled role ranked in the i-th position in the sorting result is determined as the target controlled role in response to a configuration state of a game behavior of the controlled role being in an unconfigured state; S3: In response to the configuration state of the game behavior of the controlled role ranked in the i-th position in the sorting result being in a configured state, i is set to i+1, and steps S2-S3 are executed again; where i traverses 1-N, and N is the number of controlled roles in the sorting result.

9. The method of claim 2, wherein, The target zoom-out interface is determined in response to the interface selection instruction, including: A third target account control is determined from the first account control and the second account control in response to a first control selection operation, and the interface selection instruction is generated; A zoom-out interface corresponding to a game account corresponding to the third target account control is determined as the target zoom-out interface in response to the interface selection instruction.

10. The method of claim 1, wherein, The target zoom-out interface includes at least one behavior control, and the first configuration operation includes a second control selection operation for a first behavior control; the game behavior to be executed is configured for the controlled role controlled by the game account corresponding to the target zoom-out interface in response to the first configuration operation, including: A target behavior control is determined from the behavior controls in response to the second control selection operation; The game behavior corresponding to the target behavior control is configured as the game behavior to be executed by the controlled role controlled by the game account corresponding to the target zoom-out interface.

11. The method of claim 1, wherein, The method further includes: After the game behavior of the controlled character controlled by the game account corresponding to the target zoom-in interface is configured, a configuration state of the game behavior of the controlled character controlled by the game account corresponding to the target zoom-in interface is set as a configured state; When the configuration state of the game behavior of the controlled character controlled by the game account corresponding to the target zoom-in interface is in the configured state, a first behavior identifier is displayed on the target zoom-in interface, and the first behavior identifier is used to represent the configured game behavior of the first target character.

12. The method of claim 2, wherein, The first game interface is displayed by the terminal device in the first placement posture; and the first zoom-in interface and the at least one second zoom-in interface are displayed through the graphical user interface, including: The placement posture of the terminal device is adjusted from the first placement posture to a second placement posture is detected; The first zoom-in interface and the second zoom-in interface are displayed through the graphical user interface of the terminal device in the second placement posture.

13. The method of claim 12, wherein, The graphical user interface of the terminal device in the first placement posture includes a first interface region and a second interface region; and the method further includes: According to the first trigger operation, when the terminal device is in the first placement posture, a third zoom-in interface is displayed through the first interface region, and a plurality of controls are displayed through the second interface region; 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 first interface region and the second interface region do not overlap; and the third zoom-in interface is a game interface obtained by zooming in the first game interface according to a second ratio, and the second ratio is smaller than the first ratio.

14. The method of claim 13, wherein, The third zoom-in interface includes a first controlled character controlled by the first game account; and the method further includes: In response to the configuration state of the game behavior of the first controlled character being in the configured state, a target second game account in the second game accounts is determined; The third zoom-in interface in the first interface region is switched to a fourth zoom-in interface corresponding to the target second game account; and the fourth zoom-in interface is a game interface obtained by zooming in a second game interface corresponding to the target second game account according to the second ratio.

15. The method of claim 14, wherein, The method further includes: When the target second game account is determined, prompt information is displayed at an associated position of the second account control corresponding to the target second game account, and the prompt information is used to prompt a configuration sequence of a game behavior of a second controlled character controlled by the target second game account.

16. The method of claim 15, wherein, The third zoom-in interface in the first interface region is switched to the fourth zoom-in interface, including: In response to a second trigger operation for the second account control corresponding to the target second game account, the third zoom-in interface in the first interface region is switched to the fourth zoom-in interface.

17. The method of claim 14, wherein, The method further includes: In response to the configuration state of the game behavior of each controlled character being in the configured state, the third zoom-in interface is displayed in the first interface region.

18. The method of any one of claims 1-17, wherein, The method further includes: In response to the end of the preset event, a first game interface corresponding to a first game account is displayed full screen through the graphical user interface.

19. A control device in a game, characterized by The device comprises a display unit, a determination unit and a configuration unit; The display unit is configured to display 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; The display unit is further configured to display a first zoomed-out interface and at least one second zoomed-out interface through the graphical user interface in response to a first trigger operation for a preset event; the first zoomed-out interface being a game interface obtained by zooming out the first game interface by a first ratio, and the second zoomed-out interface being a game interface obtained by zooming out a second game interface corresponding to the second game account by the first ratio; the display area of the first zoomed-out interface and the display area of the second zoomed-out interface being non-overlapping; The determination unit is configured to determine a target zoomed-out interface in response to an interface selection instruction, the target zoomed-out interface comprising the first zoomed-out interface or the second zoomed-out interface; The configuration unit is configured to configure a game behavior to be executed for a controlled character controlled by a game account corresponding to the target zoomed-out interface in response to a first configuration operation; The display unit is further configured to: switch the zoomed-out interface displayed in the graphical user interface to the remaining zoomed-out interfaces not displayed in response to a zoomed-out interface switching operation; the zoomed-out interface comprising the first zoomed-out interface and / or the second zoomed-out interface.

20. An electronic device, comprising: comprise: a processor; and a memory for storing a data processing program, the electronic device being powered on and running the program through the processor to execute the method of any one of claims 1-18.

21. A computer-readable storage medium, characterized in that, a data processing program is stored, the program being run by the processor to execute the method of any one of claims 1-18.

Citation Information

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