Interaction control method and device in game and electronic equipment

By providing interactive control methods for graphical user interface and skill prompt identification in virtual games, the cumbersome problem of players manually viewing and comparing the skill attributes of virtual objects is solved, and a more efficient virtual object battle and a better gaming experience is achieved.

CN119733240AActive Publication Date: 2025-04-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411996743.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-31
Publication Date
2025-04-01
Estimated Expiration
2044-12-31

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Abstract

The invention provides an interaction control method and device in a game, electronic equipment and a computer readable storage medium, a graphical user interface corresponding to a target account containing a plurality of virtual objects is provided through terminal equipment, and the graphical user interface comprises a game scene displaying a previous position; the method comprises the steps that in response to a first triggering operation for a target working position in at least one working position, skill prompt identifiers with selectable target skill attributes are displayed, and different skill prompt identifiers are used for representing different attribute values of the target skill attributes; and in response to a selection operation for a first skill prompt identifier in the skill prompt identifiers, determining at least one first virtual object which meets the attribute value represented by the first skill prompt identifier and is not ranked from the plurality of virtual objects, and controlling the first virtual object to ranked at the ranked position. According to the invention, the operation cost can be reduced, and the efficiency of virtual object loading is improved.
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Description

Technical Field

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

[0002] In virtual games, when players control multiple virtual objects, they often need to decide which virtual object to control based on the enemy situation to improve the chances of winning the game. Currently, when selecting virtual objects to go into battle, players usually need to manually click on the avatar of each virtual object they control to view its detailed skill attributes and the number of skills that can be released at the moment, and compare them one by one to select the appropriate virtual object to go into battle. This method is time-consuming and cumbersome to operate, which greatly reduces the efficiency of virtual object deployment, thereby affecting the player experience and the strategy of the game. Summary of the invention

[0003] The present application provides an interactive control method, device, electronic device and computer-readable storage medium in a game, which can reduce operating costs and improve the efficiency of virtual object deployment, thereby improving the player's gaming experience and the strategy of the game. The specific scheme is as follows:

[0004] In a first aspect, an embodiment of the present application provides an interactive control method in a game, wherein a terminal device provides a graphical user interface corresponding to a target account, wherein the graphical user interface includes at least part of a game scene, wherein at least one battle position is displayed in the game scene, and the target account includes a plurality of virtual objects; the method includes:

[0005] In response to a first trigger operation on a target battle position in the at least one battle position, displaying various optional skill prompt identifiers of the target skill attribute, wherein different skill prompt identifiers are used to represent different attribute values ​​of the target skill attribute;

[0006] In response to a selection operation on a first skill prompt identifier among the skill prompt identifiers, determining at least one first virtual object that satisfies the attribute value represented by the first skill prompt identifier and is not in battle from the plurality of virtual objects;

[0007] Control at least one of the first virtual objects to enter the battle at the entry position.

[0008] In a second aspect, an embodiment of the present application provides an interactive control device in a game, which provides a graphical user interface corresponding to a target account through a terminal device, wherein the graphical user interface includes at least part of a game scene, wherein at least one battle position is displayed in the game scene, and the target account includes multiple virtual objects; the device includes:

[0009] A display unit, configured to display, in response to a first trigger operation on a target position in the at least one position, various optional skill prompt identifiers of a target skill attribute, wherein different skill prompt identifiers are used to represent different attribute values ​​of the target skill attribute;

[0010] a determining unit, configured to determine, in response to a selection operation on a first skill prompt identifier among the skill prompt identifiers, at least one first virtual object from the plurality of virtual objects that satisfies an attribute value represented by the first skill prompt identifier and is not in battle;

[0011] A control unit is used to control at least one of the first virtual objects to enter the battle position.

[0012] In a third aspect, the present application further provides an electronic device, including:

[0013] Processor; and

[0014] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method described in the first aspect is executed.

[0015] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method described in the first aspect.

[0016] Compared with the prior art, this application has the following advantages:

[0017] An interactive control method in a game provided by an embodiment of the present application provides a graphical user interface corresponding to a target account through a terminal device, wherein the graphical user interface includes at least a portion of a game scene, wherein at least one battle position is displayed in the game scene, and the target account includes multiple virtual objects; the method includes: in response to a first trigger operation for a target battle position among the at least one battle position, displaying each optional skill prompt identifier of a target skill attribute, wherein different skill prompt identifiers are used to represent different attribute values ​​of the target skill attribute; in response to a selection operation for a first skill prompt identifier among each of the skill prompt identifiers, determining a first virtual object from the multiple virtual objects that meets the attribute value represented by the first skill prompt identifier and is not in battle; and controlling at least one of the first virtual objects to enter the battle at the battle position.

[0018] It can be seen that the interactive control method in the game provided by the embodiment of the present application, by performing a first trigger operation on the target battle position in at least one battle position, conveniently displays the optional skill prompt identifiers corresponding to different attribute values ​​for representing the target skill attributes on the interface. In this way, when it is necessary to control a virtual object that meets a certain attribute value to go into battle, the first skill prompt identifier corresponding to the attribute value can be selected from the skill prompt identifiers to determine at least one first virtual object that meets the attribute value and has not gone into battle from the virtual objects, and control at least one first virtual object to go into battle to the battle position to participate in the battle. Compared with the operational burden and memory burden caused by manually checking the current skill attributes of each virtual object one by one and comparing them one by one, the interactive control method in the game provided by the embodiment of the present application can reduce the operational cost and memory cost, improve the efficiency of virtual object going into battle, and thus improve the player's gaming experience and the strategy of the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] Figure 1 is a game system diagram for implementing an interactive control method in a game provided by an embodiment of the present application;

[0020] Figure 2 is a flow chart of an interactive control method in a game provided by an embodiment of the present application;

[0021] Figure 3 It is a schematic diagram of an interface of an example of an interactive control method in a game provided by an embodiment of the present application;

[0022] Figure 4 is an interface diagram of another example of the interactive control method in the game provided by the embodiment of the present application;

[0023] Figure 5 is an interface diagram of another example of the interactive control method in the game provided by the embodiment of the present application;

[0024] Figure 6 is an interface diagram of another example of the interactive control method in the game provided by the embodiment of the present application;

[0025] Figure 7 is a structural block diagram of an example of an interactive control device in a game provided by an embodiment of the present application;

[0026] Figure 8 It is a structural block diagram of an example of an electronic device for data processing provided in an embodiment of the present application. DETAILED DESCRIPTION

[0027] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.

[0028] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0029] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0030] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0031] It should be noted that the instructions or operations that appear in the subsequent detailed introduction of the interactive control method in the game provided by the embodiment of the present application can be regarded as instructions or operations triggered by the player through fingers or controlling a mouse, keyboard, game controller or stylus or voice. The specific triggering operation can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, a game console, etc., the player can trigger instructions or operations on the touch screen through any suitable object or accessory such as a finger or stylus, or can trigger instructions or operations through voice. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can trigger instructions or operations through external devices such as a mouse, keyboard, and game controller.

[0032] Before describing the implementation methods of the present application in detail, the prior art is first further described.

[0033] In a virtual game where a player controls multiple virtual objects, the player usually needs to adjust the virtual objects in the battle to make the current lineup reasonable. There are two common methods in the industry for selecting virtual objects:

[0034] One is that the player manually clicks on the avatars of the virtual objects one by one to view the skill-related information of each virtual object, including the skill attributes and the number of skills that can be released at present, and compares the virtual objects based on the skill-related information obtained, so as to select the appropriate virtual object to be deployed. However, due to the limitation of the display of the terminal device, usually only the relevant information of one virtual object can be viewed at a time, which not only causes the cost of memory, but also is quite time-consuming. If the player forgets, he needs to check it again, resulting in high operation cost and low efficiency when the virtual object is deployed.

[0035] The second is to provide preset strategy templates in the game, and players select virtual objects that meet certain strategies to automatically go into battle. For example, the preset strategy templates include "single attack" strategy and "group attack" strategy. Players can choose one of them, and the system will automatically send virtual objects that meet the conditions into battle. However, in this method, virtual objects are automatically sent into battle according to the system's preset strategies, resulting in insufficient flexibility in the game, and limiting the player's ability to adjust and customize strategies by themselves, reducing tactical diversity and depth. For players who pursue personalized gaming experience or advanced strategies, this method is too rigid and cannot meet the player's needs to explore different tactical combinations.

[0036] Based on the above reasons, in order to reduce operating costs, improve the efficiency and flexibility of virtual objects, and thus enhance the player's gaming experience and game strategy, the first embodiment of the present application provides an interactive control method in a game, which is applied to an electronic device, which may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an electronic watch, etc., or other electronic devices capable of interactive control in a game, which is not specifically limited in the embodiments of the present application.

[0037] In an optional embodiment, when the interactive control method in the game is run on a terminal device, the terminal device may include a display screen and a processor, the display screen is used to present the game screen and receive instructions generated by the player acting on the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world where virtual characters perform activities. The processor is used to store game applications, run the game, generate game screens, respond to instructions, and control the display of the game screen on the display screen. When the player operates the game screen through the display screen, the game screen can control the local content of the terminal device by responding to the received operation instructions. The terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection.

[0038] In an optional embodiment, when the interactive control method in the game runs on the server, the method can be implemented and executed based on the cloud game system. The cloud game system refers to a game method based on cloud computing. The cloud game system includes a server and a client device. The running body of the game application and the game screen presentation body are separated, and the storage and operation of the interactive control method in the game are completed on the server. The game screen presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is a server in the cloud. When playing the game, the player instructs the client to send instructions to the server, and the server controls the running of the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.

[0039] It should be noted that in the embodiments of the present application, the execution subject of the interactive control method in the game can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of the execution subject.

[0040] For example, in combination with the above introduction, Figure 1 A game system 100 for implementing an interactive control method in a game provided by an embodiment of the present application is shown, and the game system 100 may include at least one terminal 101, at least one server 102, and a network. The terminal 101 held by the player can be connected to the server 102 of different games through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.

[0041] In the above-mentioned game system 100, the terminal 101 is used to install and run the game application. In some cases, the game application may not be installed in advance in the terminal 101, and the player can directly access the game through a client such as a browser. The player uses the registered game account to log in to the game application, and can control the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 101 will send a login request to the server 102, and the server 102 will verify the game account used by the player. At the same time, the server 102 determines the game mechanism corresponding to the game account according to the login request, and returns a login success notification to the terminal 101 after the verification is passed. In the process of the player participating in the game through the game application, the terminal 101 and the server 102 interact with each other, and the terminal 101 sends various information to the server 102. The server 102 determines the display data of the terminal 101 according to the stored game mechanism and the received information, and sends the display data to the terminal 101, so that the display data sent by the server 102 can be displayed to the player through the terminal 101.

[0042] In a possible application scenario, different terminals 101 may be served by different servers 102 , and the servers 102 corresponding to different terminals 101 may be the same server.

[0043] In addition, when the game system 100 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers.

[0044] Among them, the terminal 101 can have one or more multi-touch screens for sensing and obtaining the input of the user through touch or sliding operations performed at multiple points on one or more touch display screens. The terminal 101 can also be connected to a keyboard and / or a mouse and / or a game controller, so that the user can perform interface operations through the keyboard and / or mouse and / or a game controller.

[0045] The network may be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals may also use their own Bluetooth network or hotspot network to connect to other terminals or to a server, etc. In addition, the system 100 may include multiple databases, which are coupled to different servers, and game-related information may be continuously stored in the database when different players play a multi-player game online.

[0046] It should be noted that Figure 1The game system diagram shown is only an example. The game system 100 described in the embodiment of the present application is to more clearly illustrate the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can know that with the evolution of the game system and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.

[0047] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.

[0048] The following, combined Figure 2 to Figure 6 The interactive control method in the game provided by the embodiment of the present application is introduced.

[0049] The interactive control method in the game provided by the present application provides a graphical user interface corresponding to a target account through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene displays at least one battle position, and the target account includes multiple virtual objects.

[0050] It can be understood that virtual games refer to applications developed according to the needs of game applications, and the types of games may include but are not limited to at least one of the following: two-dimensional (Two Dimension) game applications, three-dimensional (Three Dimension) game applications, virtual reality (Virtual Reality, VR) game applications, augmented reality (Augmented Reality, AR) game applications, and mixed reality (Mixed Reality, MR) game applications.

[0051] The above-mentioned game scene refers to the virtual environment provided for virtual objects to perform game behaviors. In the embodiment of the present application, the target account is used to log in to the above-mentioned virtual game on the above-mentioned terminal device. The target account can contain multiple virtual objects, that is, the player can use the target account to control or manage multiple different units, characters or entities. In actual applications, the object models of the multiple virtual objects contained in the target account can be different, and the object model can represent the image of the corresponding virtual object, including but not limited to at least one of a virtual character, a virtual animal, and a virtual machine.

[0052] The above-mentioned game scene may include one or more battle positions, and the battle position refers to the position in the game scene for placing virtual objects to participate in the battle. For the sake of ease of introduction, this application takes the game scene including multiple battle positions as an example for explanation. In some games, the battle positions included in the game scene are located on the same straight line, without front row and back row distinction; in other games, the game scene includes front row battle positions and back row battle positions. In this case, the front row battle positions can usually be used to place tank-type virtual objects or defense-type virtual objects to carry the firepower of enemy virtual objects, and the back row battle positions can be used to place shooter-type virtual objects or auxiliary-type virtual objects to provide long-range attacks or game gain effects.

[0053] Multiple virtual objects can be deployed or withdrawn from the above-mentioned deployment positions under the control of the player. Deployment refers to sending virtual objects from a reserve state (usually a team list or a standby area) to the deployment position to participate in the battle. Once deployed, virtual objects can use game skills or use virtual equipment to attack enemy virtual objects under the control of the player. Demobilization refers to withdrawing deployed virtual objects from the deployment position to a reserve state or a safe area, and no longer participating in the current battle. It should be noted that demobilization does not mean permanent withdrawal from the battle, but rather temporarily leaving the game scene to avoid further losses or wait for recovery.

[0054] It should be understood that the above-mentioned game scene may also include virtual objects controlled by other players, non-player objects (Non-Player Character, NPC for short) that are not controlled by players, etc., and this application does not limit this.

[0055] like Figure 2 As shown, the interactive control method in the game provided by the present application includes the following steps S101 to S103.

[0056] Step S101: In response to a first trigger operation on a target battle position among the at least one battle position, skill prompt identifiers corresponding to target skills owned by the target account are displayed, wherein different skill prompt identifiers are used to represent different numbers of enemy virtual objects that can be attacked by the target skill.

[0057] The first trigger operation for the target position in the at least one position may include, but is not limited to, a voice command operation, an air gesture operation, a shortcut key operation, or a trigger operation for a target control. The trigger operation may be a click operation, a slide operation, a press operation, or a drag operation, etc. This embodiment does not specifically limit the triggering method of the first trigger operation for the target control.

[0058] Optionally, when the first trigger operation for a target placement position among at least one placement position is a trigger operation for a target control, the target control may be displayed at an interface position associated with the target placement position.

[0059] The interface position associated with the target placement position may be an interface position located within a preset distance from the target placement position, and the associated interface position may be located above, below, to the left or to the right of the target placement position.

[0060] In an optional specific implementation, each of the multiple battle positions corresponds to its own target control. For example, the game scene includes three battle positions, namely battle position a, battle position b and battle position c. Target control 1 is displayed at the interface position associated with battle position a, target control 2 is displayed at the interface position associated with battle position b, and target control 3 is displayed at the interface position associated with battle position c.

[0061] In another optional specific implementation, the above-mentioned multiple battle positions correspond to a target control. For example, the game scene includes three battle positions, namely battle position a, battle position b and battle position c, and a target control 4 is displayed at the interface position associated with battle positions a, b, and c.

[0062] After the player performs a trigger operation on the target control, in response to the trigger operation, the optional skill prompt identifiers of the target skill attributes can be expanded in the graphical user interface. Each skill prompt identifier is used to represent an attribute value corresponding to the target skill attribute, and different skill prompt identifiers are used to represent different attribute values ​​of the target skill attribute.

[0063] Each of the multiple virtual objects included in the target account may have one game skill or multiple game skills. In the case where each virtual object has multiple game skills, the target skill attribute may be an attribute corresponding to the main skill (also referred to as a big move) of the virtual object. In an optional implementation, the target skill attribute is any one of the skill cooldown time, the damage value that can be caused, and the number of enemy virtual objects that can be attacked.

[0064] When the target skill attribute is the number of attackable enemy virtual objects, different skill prompt identifiers are used to represent different numbers of attackable enemy virtual objects.

[0065] In an embodiment of the present application, the attribute values ​​of the target skill attributes corresponding to each virtual object (such as the number of enemy virtual objects that can be attacked by each virtual object) can be counted in real time or according to a preset period (such as 2 seconds or 3 seconds), so as to respond to the trigger operation on the target control and utilize the interactive event processing mechanism of the game engine to display the skill prompt identifiers corresponding to the attribute values ​​in the graphical user interface. The skill prompt identifier can be a string identifier or a picture identifier. The present application does not impose any specific restrictions on the display form of the skill prompt identifier.

[0066] Each skill prompt icon can be displayed in the form of a list (that is, an attribute value list). The player can slide the attribute value list up and down, and click on the skill prompt icon corresponding to a certain attribute value, thereby completing the selection operation for the first skill prompt icon among the skill prompt icons.

[0067] For example, each skill prompt identifier includes identifier a representing the number of attackable enemy virtual objects as 1, identifier b representing the number of attackable enemy virtual objects as 2, identifier c representing the number of attackable enemy virtual objects as 3, identifier c representing the number of attackable enemy virtual objects as 4, and so on.

[0068] Step S102: In response to a selection operation for a first skill prompt identifier among the skill prompt identifiers, at least one first virtual object that satisfies the attribute value represented by the first skill prompt identifier and is not in battle is determined from the multiple virtual objects.

[0069] The player can perform a selection operation on each skill prompt identifier, and the selection operation may include but is not limited to a voice command operation, an air gesture operation, a shortcut key operation, or a touch operation on the first skill prompt identifier to be selected. The touch operation may be a click operation, a slide operation, a press operation, or a drag operation, etc. This embodiment does not specifically limit the triggering method of the selection operation on the first skill prompt identifier among the skill prompt identifiers.

[0070] In response to the above selection operation, at least one first virtual object that meets the attribute value represented by the first skill prompt identifier and is not in battle can be determined from the multiple virtual objects included in the target account. That is, there can be one or more first virtual objects.

[0071] Optionally, when the target skill attribute is the number of attackable enemy virtual objects, the first skill prompt identifier may indicate that the number of attackable enemy virtual objects is a first number. Accordingly, the step of determining at least one first virtual object that satisfies the attribute value represented by the first skill prompt identifier and is not in battle from the multiple virtual objects includes: determining at least one first virtual object that has the first number of attackable enemy virtual objects and is not in battle from the multiple virtual objects.

[0072] For example, each skill prompt identifier includes identifier a representing that the number of attackable enemy virtual objects is 1, identifier b representing that the number of attackable enemy virtual objects is 2, identifier c representing that the number of attackable enemy virtual objects is 3, and identifier d representing that the number of attackable enemy virtual objects is 4. If the player selects identifier c, the first virtual object is a virtual object among the multiple virtual objects contained in the account used by the player that meets the requirement that the number of attackable enemy virtual objects is 3 and is not in battle.

[0073] Step S103: controlling at least one of the first virtual objects to enter the battle at the entry position.

[0074] Optionally, after determining at least one first virtual object, one of the first virtual objects can be automatically controlled to be deployed at a battle position; or, when the number of first virtual objects does not exceed the number of battle positions, all the first virtual objects can be automatically controlled to be deployed at a battle position (that is, all the first virtual objects are deployed); or, when the number of first virtual objects exceeds the number of battle positions, the first virtual objects with the same number of battle positions can be automatically controlled to be deployed at a battle position (that is, some of the first virtual objects are deployed).

[0075] Optionally, the above step S103 further includes the following steps:

[0076] A target first virtual object is determined from at least one first virtual object, and the target first virtual object is controlled to enter the battle at the entry position.

[0077] In the embodiment of the present application, after determining the first virtual object, the player can issue a selection instruction for the virtual object, and in response to the selection instruction for the virtual object, determine the target first virtual object from at least one first virtual object. The selection instruction can be implemented by one of voice instruction operation, shortcut key, touch operation for a specified control, etc. In this way, through the selection instruction for the virtual object, the target first virtual object is determined from the first virtual objects, thereby controlling the target first virtual object to enter the battle position.

[0078] In an optional implementation, the interactive control method in the game provided in the embodiment of the present application may further include the following steps:

[0079] An object identifier corresponding to the at least one first virtual object is displayed.

[0080] The above step of "determining a target first virtual object from at least one of the first virtual objects" may specifically include: in response to a second trigger operation on a first object identifier in the object identifiers, determining a first virtual object corresponding to the first object identifier as the target first virtual object.

[0081] In this embodiment, after determining at least one first virtual object from the plurality of virtual objects, an object identifier corresponding to the at least one first virtual object may also be displayed in the graphical user interface. When the at least one first virtual object includes a plurality of first virtual objects, each first virtual object corresponds to an object identifier, and the object identifiers corresponding to the plurality of first virtual objects may be presented in the form of a list.

[0082] The player can perform a second trigger operation on the first object identifier in the displayed object identifiers, and the second trigger operation may include but is not limited to a voice command operation, an air gesture operation, a shortcut key operation, or a touch operation on the first object identifier. The touch operation may be a click operation, a slide operation, a press operation, or a drag operation, etc. This embodiment does not specifically limit the triggering method of the second trigger operation on the first object identifier in the object identifier.

[0083] In response to the second trigger operation, the aforementioned selection instruction for the virtual object may be generated, so that the first virtual object corresponding to the first object identifier is determined as the target first virtual object, thereby controlling the target first virtual object to enter the battle at the battle position.

[0084] In this embodiment, by displaying the object identifier corresponding to at least one first virtual object, the player is allowed to freely select the displayed object identifier, thereby improving the freedom and flexibility of operation in the game, and improving the player's gaming experience and the strategy of the game.

[0085] The following combination Figure 3 The interactive control method in the game provided by the embodiment of the present application is introduced:

[0086] like Figure 3 The figure shows an interface diagram of an example of an interactive control method in a game provided in an embodiment of the present application, including interface (3-a) to interface (3-d).

[0087] The game scene displayed in the interface (3-a) includes enemy virtual objects 20, enemy virtual objects 21 and enemy virtual objects 22, and also includes three battle positions, namely battle positions 25, 26 and 27. Each battle position corresponds to a target control, battle position 25 corresponds to target control 28, battle position 26 corresponds to target control 29, and battle position 27 corresponds to target control 30. The player can trigger any target control. When the player clicks on the target control 30 (i.e., the first trigger operation), the graphical user interface will switch from the interface (3-a) to the interface (3-b).

[0088] Interface (3-a) displays a window 31 of selectable skill prompt identifiers including target skill attributes (the target skill attribute is taken as the number of attackable enemy virtual objects as an example). When the player selects the first skill prompt identifier 32 (indicating that the number of attackable enemy virtual objects is 3) among the skill prompt identifiers, the graphical user interface will switch from interface (3-b) to interface (3-c).

[0089] Interface (3-c) displays a window 33 containing object identifiers of the first virtual objects that satisfy the attribute values ​​represented by the first skill prompt identifier 32, which are presented in the form of a list. When the player selects the first object identifier 34 among the object identifiers (that is, the second trigger operation), the graphical user interface will switch from interface (3-c) to interface (3-d).

[0090] In the interface (3-d), the target first virtual object 35 corresponding to the first object identifier 34 is placed in the placement position 27.

[0091] It should be understood that Figure 3 The interactive control method in the game shown is only for helping those skilled in the art to understand the illustrations provided in the embodiments of the present application, and does not constitute any limitation on the interactive control method in the game provided in the present application.

[0092] An interactive control method in a game provided by an embodiment of the present application provides a graphical user interface corresponding to a target account through a terminal device, wherein the graphical user interface includes at least a portion of a game scene, wherein at least one battle position is displayed in the game scene, and the target account includes multiple virtual objects; the method includes: in response to a first trigger operation for a target battle position among the at least one battle position, displaying each optional skill prompt identifier of a target skill attribute, wherein different skill prompt identifiers are used to represent different attribute values ​​of the target skill attribute; in response to a selection operation for a first skill prompt identifier among each of the skill prompt identifiers, determining a first virtual object from the multiple virtual objects that meets the attribute value represented by the first skill prompt identifier and is not in battle; and controlling at least one of the first virtual objects to enter the battle at the battle position.

[0093] It can be seen that the interactive control method in the game provided by the embodiment of the present application, by performing a first trigger operation on the target battle position in at least one battle position, conveniently displays the optional skill prompt identifiers corresponding to different attribute values ​​for representing the target skill attributes on the interface. In this way, when it is necessary to control a virtual object that meets a certain attribute value to go into battle, the first skill prompt identifier corresponding to the attribute value can be selected from the skill prompt identifiers to determine at least one first virtual object that meets the attribute value and has not gone into battle from the virtual objects, and control at least one first virtual object to go into battle to the battle position to participate in the battle. Compared with the operational burden and memory burden caused by manually checking the current skill attributes of each virtual object one by one and comparing them one by one, the interactive control method in the game provided by the embodiment of the present application can reduce the operational cost and memory cost, improve the efficiency of virtual object going into battle, and thus improve the player's gaming experience and the strategy of the game.

[0094] In an optional specific implementation, when the object identifiers corresponding to the at least one first virtual object are displayed, the step S103 includes the following steps:

[0095] In response to an operation of dragging a second object identifier among the object identifiers to a first placement position among the at least one placement position, a first virtual object corresponding to the second object identifier is controlled to be placed in the first placement position.

[0096] That is to say, after displaying the object identifiers corresponding to at least one first virtual object, the player can drag the second object identifier among the displayed object identifiers to any battle position among at least one battle position (that is, the first battle position), thereby realizing the deployment of the first virtual object corresponding to the second object identifier at any battle position.

[0097] like Figure 4 , which is a schematic diagram of an interface of another example of an interactive control method in a game provided by an embodiment of the present application, Figure 4 A window 33 including object identifiers of first virtual objects presented in a list is displayed in the display. The player controls the first virtual object corresponding to the first object identifier 34 to enter the battle position 27, the battle position 26, or the battle position 25 by dragging the first object identifier 34 in the object identifier to the battle position 27, the battle position 26, or the battle position 25.

[0098] It should be noted that when virtual objects are deployed by dragging object identifiers, multiple virtual objects can be deployed quickly. For example, the deployment positions include deployment position 1, deployment position 2, and deployment position 3. Currently, three first virtual objects that meet a certain attribute value (for example, the number of attackable enemy virtual objects is 4) are screened, namely, first virtual object a, first virtual object b, and first virtual object c. The player can drag the object identifier corresponding to the first virtual object a to deployment position 1, drag the object identifier corresponding to the first virtual object b to deployment position 2, and drag the object identifier corresponding to the first virtual object c to deployment position 3, thereby quickly implementing the deployment of the first virtual object a at deployment position 1, the first virtual object b at deployment position 2, and the first virtual object c at deployment position 3.

[0099] This setting method, on the one hand, can achieve the goal of the first virtual object to be deployed in any battle position; on the other hand, when the first virtual object currently screened meets the strategic needs, the player does not need to use the target control to expand the skill prompt icon again and reselect from it, which reduces repeated operations. Instead, multiple first virtual objects that meet the strategic needs can be deployed to multiple battle positions by dragging the object icon, which further reduces the operating cost and improves the efficiency of virtual object deployment.

[0100] In an optional specific implementation, the second trigger operation is a click operation on the first object identifier, and the above step S103 refers to: controlling the target virtual object to enter the battle at the target battle position.

[0101] like Figure 5 As shown, it is an interface schematic diagram of another example of the interactive control method in the game provided by the embodiment of the present application, including interface (5-a) and interface (5-b). In interface (5-a), when the target control 30 corresponding to the battle position 27 is triggered, a window 31 containing each skill prompt identifier is displayed, and when the first skill prompt identifier 32 in each skill prompt identifier is selected, the graphical user interface will be switched from interface (3-a) to interface (5-b). In interface (5-b), a window 33 containing the object identifier of the first virtual object presented in the form of a list is displayed. By clicking the first object identifier 34, the player controls the target first virtual object 35 corresponding to the first object identifier 34 to go into battle at the battle position 27, so that the virtual object on the battle position 27 is changed from virtual object 36 to virtual object 35.

[0102] This setting method can realize the rapid deployment of the target first virtual object at the target deployment position by clicking.

[0103] Optionally, the battle positions include a first type of battle positions and a second type of battle positions, the first type of battle positions being positions where the second virtual objects that have been put into battle are placed, and the second type of battle positions being positions where no virtual objects are placed.

[0104] In the case where each battle position corresponds to a target control, the interactive control method in the game provided by the embodiment of the present application may further include the following steps:

[0105] The target control corresponding to the first type of placement position is presented in a first style; and the target control corresponding to the second type of placement position is presented in a second style.

[0106] In this embodiment, the game scene includes a first type of battle position in which a second virtual object that has been deployed is placed and a second type of battle position in which no virtual object is placed. The first type of battle position is placed with the second virtual object, and the second type of battle position has no virtual object placed therein and can be displayed as empty, or a position marker indicating that the second type of battle position is a non-battle position can be displayed.

[0107] It should be noted that the display styles of the target controls corresponding to the first type of battle positions and the second type of battle positions are different.

[0108] The steps of presenting a target control corresponding to a first type of starting position in a first style; and presenting a target control corresponding to a second type of starting position in a second style may specifically include:

[0109] The display colors of the target controls corresponding to the first type of placement positions and the second type of placement positions are different, for example, the target controls corresponding to the first type of placement positions are displayed in red, and the target controls corresponding to the second type of placement positions are displayed in green; or, the display sizes of the target controls corresponding to the first type of placement positions and the second type of placement positions are different, for example, the target controls corresponding to the first type of placement positions are presented in a first preset size, and the target controls corresponding to the second type of placement positions are presented in a second preset size; or, different control identifiers are displayed in the target controls corresponding to the first type of placement positions and the second type of placement positions, respectively, for example, the target control corresponding to the first type of placement positions displays the attribute value corresponding to the placed second virtual object, and the target control corresponding to the second type of placement positions displays a filter icon.

[0110] In an optional implementation, the above step of "presenting the target control corresponding to the second type of battle position in a second style" may specifically include the following steps:

[0111] Obtaining a target attribute value of a target skill attribute of a virtual object placed at the first type of battle position;

[0112] The target attribute value is displayed in the associated area of ​​the virtual object.

[0113] The associated area of ​​the virtual object may be a circular area, a rectangular area or an irregularly shaped area, and the associated area may be centered on the interface position corresponding to the virtual object.

[0114] Optionally, when the target skill attribute is the number of attackable enemy virtual objects, the step of obtaining the target attribute value of the target skill attribute of the virtual object placed in the second type of battle position refers to: obtaining the second number of attackable enemy virtual objects corresponding to the virtual object placed in the second type of battle position. Correspondingly, displaying the target attribute value in the associated area of ​​the virtual object refers to: displaying the second number in the associated area of ​​the virtual object.

[0115] It should be noted that the target attribute value of the target skill attribute of the placed virtual object can change with time sequence. For the first type of battle position, the target attribute value of the target skill attribute of the placed virtual object can be obtained in real time or according to a preset period, so that the latest obtained target attribute value is displayed in the associated area of ​​the virtual object.

[0116] Combined with Figure 3 The first and second styles are introduced, such as Figure 3 As shown in the provided interface (3-a), the second virtual object 23 is placed on the battle position 25, the second virtual object 24 is placed on the battle position 26, and no virtual object is placed on the battle position 27. Therefore, the battle position 25 and the battle position 26 belong to the first type of battle position, and the battle position 27 belongs to the second type of battle position. Among them, the number of enemy virtual objects that the second virtual object 23 can attack is 3, and the number of enemy virtual objects that the second virtual object 24 can attack is also 3. The target control 28 corresponding to the battle position 25 (that is, the associated area of ​​the second virtual object 23) displays the number 3, and the target control 29 corresponding to the battle position 26 (that is, the associated area of ​​the second virtual object 24) also displays the number 3. The target control 30 corresponding to the battle position 27 displays a filter icon.

[0117] In this embodiment, the intuitiveness of the game is enhanced by distinguishing and displaying the target controls corresponding to the first type of battle positions and the second type of battle positions. In addition, for the first type of battle positions, the target attribute values ​​representing the target skill attributes of the battle virtual object currently placed at the second type of battle position are displayed in the corresponding target controls, which can intuitively display the attack capabilities of the battle virtual object currently placed at the second type of battle position, making it easy for players to promptly determine whether the current battle virtual object needs to be replaced or whether it should continue to be at the battle position to participate in the battle.

[0118] In an optional implementation, the above step S103 can be implemented by the following steps:

[0119] When the second position where the first virtual object is to be deployed is a first type of deployment position, the second virtual object placed at the second deployment position is replaced with the first virtual object to enable the first virtual object to be deployed at the second deployment position.

[0120] In this embodiment, when the second position where the first virtual object is to be deployed is a first type of deployment position, that is, when the first virtual object is deployed in the first type of deployment position where the second virtual object that has been deployed is currently placed, the second virtual object placed at the second deployment position can be removed from the battle, and the target first virtual object can be controlled to be deployed in the second deployment position.

[0121] Combined with Figure 5 For explanation, in the interface (5-a), the second virtual object 36 is currently placed in the first type of battle position 27. When the first object identifier 34 is clicked, the second virtual object 36 currently placed in the first type of battle position 27 in the interface (5-a) is replaced by the first virtual object 35 in the interface (5-b).

[0122] In addition, when the second battle position is the first type of battle position, after controlling the first virtual object to enter the battle at the second battle position, the target attribute value of the displayed target skill attribute of the second virtual object can also be changed to the target attribute value of the target skill attribute of the first virtual object.

[0123] Combined with Figure 5 For explanation, in the interface (5-a), the target control 30 corresponding to the first type position 27 contains a target attribute value of 1 representing the target skill attribute of the currently placed second virtual object 36 (representing that the number of attackable enemy virtual objects is 1). When the first object identifier 34 is clicked, the number 1 contained in the target control 30 is replaced by a target attribute value of 3 representing the target skill attribute of the first virtual object 35 in the interface (5-b) (representing that the number of attackable enemy virtual objects is 3).

[0124] Optionally, the step S103 includes the following steps: controlling the first virtual object to enter the battle at the target battle position.

[0125] Optionally, before the step of controlling the first virtual object to be placed at the target placement position, no virtual object is placed at the target placement position.

[0126] Before controlling a first virtual object to enter the target position, no virtual object is placed at the target position, that is, before controlling a first virtual object to enter the target position, the first virtual object is at the second type position. In this case, the first virtual object can be directly placed at the target position to achieve the first virtual object entering the target position. It can be understood that after the first virtual object enters the target position, the target position is changed from the second type position to the first type position.

[0127] Optionally, the number of the second object identifiers and the number of the first target positions are the same; the step of controlling the first virtual object corresponding to the second object identifier to be placed in the first position may be achieved by the following steps:

[0128] The first virtual objects corresponding to the plurality of the second object identifiers are controlled to enter the battle at the plurality of the target battle positions respectively.

[0129] In this embodiment, when the player wants to control multiple first virtual objects to be deployed to the deployment positions in the game scene, multiple second object identifiers can be selected from the object identifiers corresponding to the first virtual objects, and the multiple second object identifiers can be dragged to the multiple first deployment positions respectively, thereby achieving the goal of deploying the first virtual objects corresponding to the multiple second object identifiers to the multiple first deployment positions at one time.

[0130] like Figure 6 Shown is an interface schematic diagram of another example of the interactive control method in the game provided in an embodiment of the present application, including interface (6-a) to interface (6-c).

[0131] In interface (6-a), when the player selects the first skill identifier 32 from the skill prompt identifiers, the graphical user interface will switch from interface (6-a) to interface (6-b); a window 33 is displayed in interface (6-b), and window 33 contains object identifiers of multiple first virtual objects that meet the attribute values ​​corresponding to the first skill identifier 32 and are not on the battlefield. When the player drags the first object identifier 34 to the battle position 26 and drags the first object identifier 37 to the battle position 27, the graphical user interface will switch from interface (6-b) to interface (6-c); in interface (6-c), the first virtual object 39 corresponding to the first object identifier 34 is on the battlefield in the battle position 26, and the first virtual object 38 corresponding to the first object identifier 37 is on the battlefield in the battle position 27.

[0132] With this arrangement, when the determined multiple first virtual objects are virtual objects that the player wants to deploy to multiple deployment positions, the player can control multiple first virtual objects to deploy to multiple deployment positions at one time, thereby reducing the operating cost when deploying multiple virtual objects and further improving the strategy in the game.

[0133] Corresponding to the interactive control method in the game provided by the first embodiment of the present application, the second embodiment of the present application further provides an interactive control device in the game, which provides a graphical user interface corresponding to the target account through a terminal device, wherein the graphical user interface includes at least part of the game scene, wherein at least one battle position is displayed in the game scene, and the target account includes multiple virtual objects; Figure 7 As shown, the interactive control device 700 in the game includes:

[0134] The display unit 701 is used for displaying, in response to a first trigger operation on a target position in the at least one position, each skill prompt mark of a target skill attribute that can be selected, wherein different skill prompt marks are used to represent different attribute values ​​of the target skill attribute;

[0135] A determining unit 702 is configured to determine, in response to a selection operation on a first skill prompt identifier among the skill prompt identifiers, at least one first virtual object that satisfies an attribute value represented by the first skill prompt identifier and is not in battle from the plurality of virtual objects;

[0136] The control unit 703 is used to control at least one of the first virtual objects to enter the battle at the entry position.

[0137] Optionally, the first trigger operation for a target placement position among the at least one placement position is a trigger operation for a target control, and the target control is displayed at an interface position associated with the target placement position.

[0138] Optionally, the control unit 703 is specifically configured to:

[0139] determining a target first virtual object from at least one of the first virtual objects;

[0140] The target first virtual object is controlled to enter the battle at the entry position.

[0141] Optionally, the control unit 703 is specifically configured to:

[0142] Displaying the object identifiers respectively corresponding to the at least one first virtual object;

[0143] In response to a second trigger operation on a first object identifier among the object identifiers, a first virtual object corresponding to the first object identifier is determined as the target first virtual object.

[0144] Optionally, the second trigger operation is a click operation on the first object identifier.

[0145] Optionally, the control unit 703 is specifically configured to:

[0146] Displaying the object identifiers respectively corresponding to the at least one first virtual object;

[0147] In response to an operation of dragging a second object identifier among the object identifiers to a first placement position among the at least one placement position, a first virtual object corresponding to the second object identifier is controlled to be placed in the first placement position.

[0148] Optionally, the target skill attribute is the number of attackable enemy virtual objects.

[0149] Optionally, the battle positions include a first type of battle positions and a second type of battle positions, the first type of battle positions being positions where the second virtual objects that have been put into battle are placed, and the second type of battle positions being positions where no virtual objects are placed.

[0150] Optionally, the display unit 701 is further used for:

[0151] Obtaining a target attribute value of the target skill attribute of the virtual object placed at the first type of battle position;

[0152] The target attribute value is displayed in the associated area of ​​the virtual object.

[0153] Optionally, the control unit 703 is further specifically configured to:

[0154] When a second position where the first virtual object is to be deployed is a first type of deployment position, the second virtual object placed at the second deployment position is replaced with the first virtual object to enable the first virtual object to be deployed at the second deployment position.

[0155] Optionally, the control unit 703 is specifically configured to:

[0156] Control the first virtual object to enter the battle at the target battle position.

[0157] Optionally, no virtual object is placed at the target battle position.

[0158] Optionally, the number of the second object identifiers is the same as the number of the first battle positions; and the control unit 703 is specifically configured to:

[0159] The first virtual objects corresponding to the plurality of the second object identifiers are controlled to be placed in the plurality of the first placement positions respectively.

[0160] Corresponding to the interactive control method in the game provided in the first embodiment of the present application, the third embodiment of the present application also provides an electronic device for interactive control in the game.

[0161] like Figure 8 , which is a structural block diagram of an example of an electronic device for data processing provided in an embodiment of the present application.

[0162] In this embodiment, an optional hardware structure of the electronic device 800 can be as follows: Figure 8 As shown, it includes: at least one processor 801, at least one memory 802 and at least one communication bus 805; the memory 802 contains a program 803 and data 804.

[0163] The bus 805 may be a communication device for transmitting data between components inside the electronic device 800, such as an internal bus (e.g., a CPU-memory bus, where the processor is a central processing unit, CPU for short), an external bus (e.g., a universal serial bus port, a peripheral component interconnect express port), etc.

[0164] In addition, the electronic device also includes: at least one network interface 806, at least one peripheral interface 807. The network interface 806 provides wired or wireless communication related to an external network 808 (for example, the Internet, an intranet, a local area network, a mobile communication network, etc.); in some embodiments, the network interface 806 may include any number of network interface controllers (NICs), radio frequency (RF) modules, repeaters, transceivers, modems, routers, gateways, any combination of wired network adapters, wireless network adapters, Bluetooth adapters, infrared adapters, near field communication (NFC) adapters, cellular network chips, etc.

[0165] The peripheral interface 807 is used to connect to the peripheral device, and the peripheral device can be the peripheral device 1 ( Figure 8 809 in), peripheral 2 ( Figure 8 810) and peripheral 3 ( Figure 8 811 in the figure). Peripherals are peripheral devices, which may include but are not limited to cursor control devices (such as mice, touch pads or touch screens), keyboards, displays (such as cathode ray tube displays, liquid crystal displays). Displays or light emitting diode displays, video input devices (such as cameras or communication interfaces coupled to video files), etc.

[0166] The processor 801 may be a CPU, or an application specific integrated circuit ASIC (Application Specific Integrated Circuit), or one or more integrated circuits configured to implement the embodiments of the present application.

[0167] The memory 802 may include a high-speed RAM (full name: Random Access Memory) memory, and may also include a non-volatile memory, such as at least one disk memory.

[0168] The processor 801 calls the program and data stored in the memory 802 to perform the following steps:

[0169] In response to a first trigger operation on a target battle position in the at least one battle position, displaying various optional skill prompt identifiers of the target skill attribute, wherein different skill prompt identifiers are used to represent different attribute values ​​of the target skill attribute;

[0170] In response to a selection operation on a first skill prompt identifier among the skill prompt identifiers, determining at least one first virtual object that satisfies the attribute value represented by the first skill prompt identifier and is not in battle from the plurality of virtual objects;

[0171] Control at least one of the first virtual objects to enter the battle at the entry position.

[0172] Corresponding to the interactive control method in the game provided in the first embodiment of the present application, the fourth embodiment of the present application provides a computer-readable storage medium storing a program of the interactive control method in the game, the program is executed by a processor to perform the following steps:

[0173] In response to a first trigger operation on a target battle position in the at least one battle position, displaying various optional skill prompt identifiers of the target skill attribute, wherein different skill prompt identifiers are used to represent different attribute values ​​of the target skill attribute;

[0174] In response to a selection operation on a first skill prompt identifier among the skill prompt identifiers, determining at least one first virtual object that satisfies the attribute value represented by the first skill prompt identifier and is not in battle from the plurality of virtual objects;

[0175] Control at least one of the first virtual objects to enter the battle at the entry position.

[0176] It should be noted that for the detailed description of the devices, electronic devices and computer-readable storage media provided in the second, third and fourth embodiments of the present application, reference can be made to the relevant description of the first embodiment of the present application, and no further details will be given here.

[0177] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

[0178] In a typical configuration, a node device in a blockchain includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.

[0179] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.

[0180] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable instructions, 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), random access memory (RAM) of other attributes, read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage media or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined in this article, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.

[0181] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0182] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

Claims

1. An interactive control method in a game, characterized in that: Providing a graphical user interface corresponding to a target account through a terminal device, the graphical user interface including at least a portion of a game scene, the game scene displaying at least one battle position, and the target account including a plurality of virtual objects; the method comprising: In response to a first trigger operation on a target battle position in the at least one battle position, displaying various optional skill prompt identifiers of the target skill attribute, wherein different skill prompt identifiers are used to represent different attribute values ​​of the target skill attribute; In response to a selection operation on a first skill prompt identifier among the skill prompt identifiers, determining at least one first virtual object that satisfies the attribute value represented by the first skill prompt identifier and is not in battle from the plurality of virtual objects; Control at least one of the first virtual objects to enter the battle at the entry position.

2. The method according to claim 1, characterized in that The first trigger operation for a target placement position among the at least one placement position is a trigger operation for a target control, and the target control is displayed at an interface position associated with the target placement position.

3. The method according to claim 1, characterized in that The controlling at least one of the first virtual objects to enter the battle position comprises: determining a target first virtual object from at least one of the first virtual objects; The target first virtual object is controlled to enter the battle at the entry position.

4. The method according to claim 2, characterized in that: The method further comprises: Displaying the object identifiers respectively corresponding to the at least one first virtual object; The determining a target first virtual object from at least one of the first virtual objects comprises: In response to a second trigger operation on a first object identifier among the object identifiers, a first virtual object corresponding to the first object identifier is determined as the target first virtual object.

5. The method according to claim 4, characterized in that The second trigger operation is a click operation on the first object identifier.

6. The method according to claim 1, characterized in that The method further includes: displaying object identifiers respectively corresponding to the at least one first virtual object; The controlling at least one of the first virtual objects to enter the battle position comprises: In response to an operation of dragging a second object identifier among the object identifiers to a first placement position among the at least one placement position, a first virtual object corresponding to the second object identifier is controlled to be placed in the first placement position.

7. The method according to claim 1, characterized in that The target skill attribute is the number of attackable enemy virtual objects.

8. The method according to claim 1, characterized in that: The battle positions include a first type of battle position and a second type of battle position. The first type of battle position is a position where a second virtual object that has been put into battle is placed, and the second type of battle position is a position where no virtual object is placed.

9. The method according to claim 8, characterized in that The method further comprises: Obtaining a target attribute value of the target skill attribute of the virtual object placed at the first type of battle position; The target attribute value is displayed in the associated area of ​​the virtual object.

10. The method according to claim 8, characterized in that Controlling at least one of the first virtual objects to enter the battle position includes: When a second position where the first virtual object is to be deployed is a first type of deployment position, the second virtual object placed at the second deployment position is replaced with the first virtual object to enable the first virtual object to be deployed at the second deployment position.

11. The method according to claim 1, characterized in that The controlling at least one of the first virtual objects to enter the battle position comprises: Control the first virtual object to enter the battle at the target battle position.

12. The method according to claim 11, characterized in that Before controlling the first virtual object to enter the target position, no virtual object is placed at the target position.

13. The method according to claim 6, characterized in that The number of the second object identifiers is the same as the number of the first positions; and controlling the first virtual object corresponding to the second object identifier to be placed in the first position includes: The first virtual objects corresponding to the plurality of the second object identifiers are controlled to be placed in the plurality of the first placement positions respectively.

14. An interactive control device in a game, characterized in that: Providing a graphical user interface corresponding to a target account through a terminal device, the graphical user interface including at least a portion of a game scene, the game scene displaying at least one battle position, and the target account including a plurality of virtual objects; the apparatus comprising: A display unit, configured to display, in response to a first trigger operation on a target position in the at least one position, various optional skill prompt identifiers of a target skill attribute, wherein different skill prompt identifiers are used to represent different attribute values ​​of the target skill attribute; a determining unit, configured to determine, in response to a selection operation on a first skill identifier in each of the skill prompt identifiers, at least one first virtual object from the plurality of virtual objects that satisfies an attribute value represented by the first skill prompt identifier and is not in battle; A control unit is used to control at least one of the first virtual objects to enter the battle position.

15. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 13 is executed.

16. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 13.

Citation Information

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