Interaction control method, device and electronic equipment in game

By displaying skill prompt icons in the graphical user interface of the terminal device, players can quickly select and control virtual objects that meet specific attribute values ​​to deploy in battle, solving the problem of cumbersome operation in existing technologies and improving the efficiency of deploying virtual objects and the gaming experience.

CN119733240BActive Publication Date: 2026-02-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411996743.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-12-31
Publication Date
2026-02-13
Estimated Expiration
2044-12-31

AI Technical Summary

Technical Problem

In virtual games, players need to manually check the skill attributes of each virtual object when selecting one to deploy, which is tedious and time-consuming, affecting efficiency and the gaming experience.

Method used

The terminal device provides a graphical user interface that displays skill prompts indicating the target skill attributes. Players can select virtual objects that meet specific attribute values ​​and control them to enter battle.

Benefits of technology

It reduces operational and memory costs, improves the efficiency of deploying virtual objects, and enhances the gaming experience and strategic depth.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides an interaction control method and device in a game, electronic equipment and a computer readable storage medium. A target account corresponding to a graphical user interface containing a plurality of virtual objects is provided by a terminal device. The graphical user interface includes a game scene displaying a lineup position. The method includes: in response to a first trigger operation for a target lineup position in at least one lineup position, displaying each skill prompt identifier of a target skill attribute, wherein different skill prompt identifiers represent different attribute values of the target skill attribute; in response to a selection operation for a first skill prompt identifier in each skill prompt identifier, determining at least one first virtual object from the plurality of virtual objects that meets the attribute value represented by the first skill prompt identifier and is not on the lineup, and controlling the first virtual object to be on the lineup position. The application can reduce operation cost and improve the efficiency of virtual object lineup.
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Description

TECHNICAL FIELD

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

[0002] In a virtual game, when a player controls multiple virtual objects, it is often necessary to decide which virtual object to put on the battlefield according to the enemy situation to improve the game winning rate. At present, when selecting a virtual object to put on the battlefield, the player usually needs to manually click on the avatar of each virtual object controlled by the player, view the detailed skill attributes and the number of skills that can be released at present, and compare them one by one to select the appropriate virtual object to put on the battlefield. This way is time-consuming and cumbersome to operate, greatly reducing the efficiency of putting virtual objects on the battlefield, thereby affecting the player's experience and the strategy of the game. SUMMARY

[0003] The present application provides an interaction control method and device in a game, an electronic device and a computer readable storage medium, which can reduce the operation cost, improve the efficiency of putting virtual objects on the battlefield, and thus improve the player's game experience and the strategy of the game. The specific solutions are as follows:

[0004] In a first aspect, the embodiments of the present application provide an interaction control method in a game, which provides a graphical user interface corresponding to a target account through a terminal device, the graphical user interface includes at least part of a game scene, at least one position for putting on the battlefield is displayed in the game scene, and the target account includes multiple virtual objects. The method comprises the following steps:

[0005] In response to a first triggering operation on a target position for putting on the battlefield in the at least one position for putting on the battlefield, display each 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;

[0006] In response to a selection operation on a first skill prompt identifier in each skill prompt identifier, determine at least one first virtual object from the multiple virtual objects that meets the attribute value represented by the first skill prompt identifier and has not been put on the battlefield;

[0007] Control at least one first virtual object to put on the battlefield at the position for putting on the battlefield.

[0008] In a second aspect, the embodiments of the present application provide an interaction control device in a game, which provides a graphical user interface corresponding to a target account through a terminal device, the graphical user interface includes at least part of a game scene, at least one position for putting on the battlefield is displayed in the game scene, and the target account includes multiple virtual objects. The device comprises the following steps:

[0009] a display unit configured to display skill prompt identifiers of a target skill attribute in response to a first triggering operation for a target lineup position in the at least one lineup position, wherein different skill prompt identifiers are used to represent different attribute values of the target skill attribute;

[0010] a determination unit configured to determine at least one first virtual object from the plurality of virtual objects in response to a selection operation for a first skill prompt identifier in the skill prompt identifiers, wherein the at least one first virtual object meets the attribute value represented by the first skill prompt identifier and is not in the lineup position;

[0011] a control unit configured to control at least one first virtual object to be in the lineup position.

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

[0013] a processor; and

[0014] a memory configured to store a data processing program, wherein the electronic device is powered on and runs the program through the processor to perform the method in the first aspect.

[0015] In a fourth aspect, the present application provides a computer readable storage medium storing a data processing program, wherein the program is run by a processor to perform the method in the first aspect.

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

[0017] The game interaction control method provided by 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 part of a game scene, the game scene displays at least one lineup position, and the target account includes a plurality of virtual objects. The method comprises the following steps: in response to a first triggering operation for a target lineup position in the at least one lineup position, displaying 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; in response to a selection operation for a first skill prompt identifier in the skill prompt identifiers, determining at least one first virtual object from the plurality of virtual objects, wherein the at least one first virtual object meets the attribute value represented by the first skill prompt identifier and is not in the lineup position; and controlling at least one first virtual object to be in the lineup position.

[0018] It can be seen that the game interaction control method provided in the embodiments of the present application displays the selectable skill prompt identifiers corresponding to the attribute values representing different skill attributes of the target skill attribute on the interface by performing the first trigger operation on the target lineup position in the at least one lineup position, so that when it is necessary to control the virtual object to lineup to meet a certain attribute value, 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 meeting the attribute value and not yet lined up from the virtual objects, and control the at least one first virtual object to lineup to the lineup position to participate in the battle. Compared with the operation burden and memory burden caused by manually checking the current skill attribute of each virtual object one by one and comparing them one by one, the game interaction control method provided in the embodiments of the present application can reduce the operation cost and memory cost, improve the efficiency of lining up the virtual objects, and thus improve the game experience of the players and the strategy of the game. BRIEF DESCRIPTION OF DRAWINGS

[0019] Figure 1 FIG. 1 is a game system diagram for implementing the game interaction control method provided in the embodiments of the present application;

[0020] Figure 2 FIG. 2 is a flowchart of the game interaction control method provided in the embodiments of the present application;

[0021] Figure 3 FIG. 3 is an interface schematic diagram of an example of the game interaction control method provided in the embodiments of the present application;

[0022] Figure 4 FIG. 4 is an interface schematic diagram of another example of the game interaction control method provided in the embodiments of the present application;

[0023] Figure 5 FIG. 5 is an interface schematic diagram of another example of the game interaction control method provided in the embodiments of the present application;

[0024] Figure 6 FIG. 6 is an interface schematic diagram of another example of the game interaction control method provided in the embodiments of the present application;

[0025] Figure 7 FIG. 7 is a structural block diagram of an example of the game interaction control device provided in the embodiments of the present application;

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

[0027] In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. However, the present application can be practiced without the specific details. In other instances, well-known methods, procedures, components, and circuits have not been described in detail so as not to unnecessarily obscure aspects of the present application.

[0028] It should be noted that the terms "first", "second", "third", etc., in the claims, the specification and the drawings of the present application are used to distinguish like objects and are not necessarily used to describe a particular sequential or chronological order. Use of the terms so used is interchangeable under appropriate circumstances and embodiments of the application described herein can be practiced in other than the order described herein. Additionally, the terms "comprise", "have" and their conjugates, denote open-ended inclusion, for example, a process, method, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements but can include other not specified steps or elements. Such steps or elements can be essential to the process, method, article, or apparatus and therefore can still be relied upon for implementation of the present application.

[0029] It should be understood that in the embodiments of the present application, "at least one" means one or more, and "multiple" means two or more. "And / or" is only a description of the relationship between 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. "Including A, B and / or C" means including any one or any two or 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 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.

[0031] It should be noted that the instructions or operations appearing in the subsequent detailed description of the interaction control method in the game provided by the embodiments of the present application can be regarded as instructions or operations triggered by the player through fingers or control mouse, keyboard, gamepad 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, tablet computer, game console, etc., the player can trigger the instructions or operations on the touch screen by fingers, stylus or any suitable object or accessory, or can trigger the instructions or operations by voice. When the terminal device is a non-touch screen terminal device such as a desktop computer, notebook computer, etc., the player can trigger the instructions or operations by a mouse, keyboard, gamepad or other external device.

[0032] Before describing the implementation methods of this application in detail, the prior art will be further explained first.

[0033] In a virtual game where a player controls multiple virtual objects, the player typically needs to adjust the deployed virtual objects to achieve a balanced lineup. The industry commonly uses the following two methods for selecting deployed virtual objects:

[0034] One method involves players manually clicking on the portraits of virtual objects one by one to view each object's skill information, including skill attributes and the number of skills currently available. Based on this information, players compare the virtual objects and select the appropriate one to deploy. However, due to the limitations of terminal devices, only one virtual object's information can usually be viewed at a time. This not only incurs memory costs but is also quite time-consuming. If a player forgets, they need to check again, resulting in high operational costs and low efficiency when deploying virtual objects.

[0035] Secondly, the game provides preset strategy templates, allowing players to select virtual objects that match a certain strategy for automatic deployment. For example, preset strategy templates include "single-target attack" and "area-of-effect attack" strategies; players can choose one, and the system automatically deploys virtual objects that meet the criteria. However, in this method, the virtual objects are automatically deployed based on the system's preset strategies, resulting in insufficient flexibility in the game. Furthermore, it limits players' ability to adjust and customize strategies, reducing tactical diversity and depth. For players seeking personalized gaming experiences or advanced strategies, this method is too rigid and fails to meet their needs for exploring different tactical combinations.

[0036] For the reasons mentioned above, in order to reduce operating costs and improve the efficiency and flexibility of deploying virtual objects, thereby enhancing the player's gaming experience and the game's strategic aspects, the first embodiment of this application provides an interactive control method in a game. This method is applied to an electronic device, which may be a desktop computer, laptop computer, mobile phone, tablet computer, smartwatch, or other electronic devices capable of interactive control in a game. This application embodiment is not specifically limited to any particular device.

[0037] In an alternative embodiment, when the game interaction control method is implemented in a terminal device, the terminal device can include a display screen and a processor. The display screen is used to present a game screen and receive instructions generated by a player acting on the game screen. The game screen can include a part of a virtual game scene, which is a virtual world in which a virtual character performs activities. The processor is used to store a game application, run the game, generate the game screen, 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 content of the terminal device locally in response to the received operation instructions. The terminal device can provide the game screen to the player in various ways, for example, by rendering the game screen on the display screen of the terminal device, or by presenting the game screen through holographic projection.

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

[0039] It should be noted that in the embodiments of the present application, the execution subject of the game interaction 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.

[0040] For example, in combination with the above description, Figure 1 A game system 100 for implementing the game interaction control method is shown. The game system 100 can 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 different game servers 102 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 game system 100 described above, the terminal 101 is used to install and run the game application. In some cases, the game application can not be installed in the terminal 101 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 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 sends a login request to the server 102. The server 102 verifies the game account used by the player, and determines the game mechanism corresponding to the game account according to the login request. If the verification is passed, the server 102 returns a login success notification to the terminal 101. During the game process of the player through the game application, the terminal 101 and the server 102 perform data interaction. 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 as to display the display data sent by the server 102 to the player through the terminal 101.

[0042] In possible application scenarios, different terminals 101 can be served by different servers 102, and the server 102 corresponding to different terminals 101 can 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 through different servers.

[0044] 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 one or more points of the touch display screen. The terminal 101 can also be connected to a keyboard and / or a mouse and / or a gamepad, etc., so that the user can perform interface operations through the keyboard and / or the mouse and / or the gamepad.

[0045] The network can be a wireless network or a wired network. For example, the wireless network can be 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 system 100 can include multiple databases, which are coupled to different servers and can continuously store game-related information in the databases when different players are online for multiplayer games.

[0046] It should be noted that, Figure 1The illustrated game system schematic diagram is merely an example, and the game system 100 described in the embodiments of the present application is used to more clearly illustrate the technical solutions of the embodiments of the present application, and does not constitute a limitation on the technical solutions provided by the embodiments of the present application. Those skilled in the art can know that, with the evolution of the game system and the emergence of new business scenarios, the technical solutions provided by the embodiments of the present application are also applicable to similar technical problems.

[0047] The technical solutions of the present 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 can not be described in detail in some embodiments.

[0048] In the following, the game interaction control method provided by the embodiments of the present application will be described in detail. Figures 2-6 The game interaction control method provided by the embodiments of the present application is described.

[0049] The game interaction control method provided by the present application provides a graphical user interface corresponding to a target account through a terminal device, at least part of a game scene is displayed in the graphical user interface, and at least one lineup position is displayed in the game scene. The target account contains a plurality of virtual objects.

[0050] It can be understood that the virtual game refers to an application program developed according to the game application requirements, and the type of the game can include but is not limited to at least one of the following: a two-dimensional (Two Dimension, Two Dimension) game application, a three-dimensional (Three Dimension, Three Dimension) game application, a virtual reality (Virtual Reality, VR) game application, an augmented reality (Augmented Reality, AR) game application, and a mixed reality (Mixed Reality, MR) game application.

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

[0052] The aforementioned game scenario may include one or more deployment positions. A deployment position refers to the location within the game scenario where virtual objects are placed to participate in combat. For ease of explanation, this application uses a game scenario with multiple deployment positions as an example. In some games, the deployment positions within the game scenario are located on the same straight line, without a front or back row distinction. In other games, the game scenario includes front and back deployment positions. In this case, the front deployment position can typically place tank-type or defensive virtual objects to withstand enemy fire, while the back deployment position can place archer-type or support virtual objects to provide ranged attacks or game buffs.

[0053] Multiple virtual objects can be deployed or deployed at the aforementioned deployment positions under the player's control. Deploying a virtual object means moving it from the reserve status (usually the team list or waiting area) to the deployment position to participate in the battle. Once deployed, the virtual object can use game skills or virtual equipment to attack enemy virtual objects under the player's control. Deploying a deployed virtual object means returning it to the reserve status or a safe area, no longer participating in the current battle. It should be noted that deploying does not mean permanently leaving 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 game scenarios may also include virtual objects controlled by other players, non-player characters (NPCs) 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 this application includes the following steps S101 to S103.

[0056] Step S101: In response to a first trigger operation for the target deployment position in the at least one deployment position, display the skill prompt icons corresponding to the target skill possessed by the target account, wherein different skill prompt icons are used to represent different numbers of enemy virtual objects that the target skill can attack.

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

[0058] Optionally, in the case that the first trigger operation for the target on-array position in the at least one on-array position is a trigger operation for a target control, the target control can be displayed at the interface position associated with the target on-array position.

[0059] The interface position associated with the target on-array position can be an interface position within a preset distance of the target on-array position. The associated interface position can be above, below, left of, or right of the target on-array position.

[0060] In an optional implementation, each of the plurality of on-array positions corresponds to a respective target control. For example, the game scene includes three on-array positions, on-array position a, on-array position b, and on-array position c. The target control 1 is displayed at the interface position associated with the on-array position a. The target control 2 is displayed at the interface position associated with the on-array position b. The target control 3 is displayed at the interface position associated with the on-array position c.

[0061] In another optional implementation, the plurality of on-array positions correspond to one target control. For example, the game scene includes three on-array positions, on-array position a, on-array position b, and on-array position c. The target control 4 is displayed at the interface positions associated with the on-array positions a, b, and c.

[0062] After the player performs the trigger operation on the target control, in response to the trigger operation, the skill prompt identifiers of the target skill attribute can be displayed in the graphical user interface. Each skill prompt identifier represents an attribute value of the target skill attribute. Different skill prompt identifiers represent different attribute values of the target skill attribute.

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

[0064] In the case that the target skill attribute is the number of attackable enemy virtual objects, different skill prompt identifiers represent different numbers of attackable enemy virtual objects.

[0065] In the embodiments of the present application, the attribute values of the target skill attributes corresponding to each virtual object (for example, 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 (for example, 2 seconds, 3 seconds), so that in response to the triggering operation on the target control, the interactive event processing mechanism of the game engine is used to display the skill prompt identifiers corresponding to each attribute value in the graphical user interface. The skill prompt identifier can be a string identifier or a picture identifier, and the present application does not make specific limitations on the display form of the skill prompt identifier.

[0066] Each skill prompt identifier can be displayed in the form of a list (that is, an attribute value list), and the player can slide the attribute value list up and down and click the skill prompt identifier corresponding to a certain attribute value in the attribute value list, that is, the selection operation on the first skill prompt identifier in each skill prompt identifier is completed.

[0067] For example, the skill prompt identifiers include an identifier a representing that the number of attackable enemy virtual objects is 1, an identifier b representing that the number of attackable enemy virtual objects is 2, an identifier c representing that the number of attackable enemy virtual objects is 3, an identifier representing that the number of attackable enemy virtual objects is 4, and the like.

[0068] Step S102: In response to the selection operation on the first skill prompt identifier in each skill prompt identifier, at least one first virtual object that meets the attribute value represented by the first skill prompt identifier and is not on the field is determined from the plurality of virtual objects.

[0069] The player can perform a selection operation on each skill prompt identifier, which can include but is not limited to a voice instruction operation, a gesture operation in the air, a shortcut key operation, or a touch operation on the first skill prompt identifier to be selected. The touch operation can be a click operation, a sliding operation, a pressing operation or a dragging operation, and the embodiments do not make specific limitations on the triggering mode of the selection operation on the first skill prompt identifier in each skill prompt identifier.

[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 on the field can be determined from the plurality of 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 can represent the number of attackable enemy virtual objects as a first number. Accordingly, the step of determining at least one first virtual object from the plurality of virtual objects that meets the attribute value represented by the first skill prompt identifier and is not on the field includes determining at least one first virtual object from the plurality of virtual objects that has a number of attackable enemy virtual objects equal to the first number and is not on the field.

[0072] For example, the skill prompt identifiers include identifier a representing a number of attackable enemy virtual objects as 1, identifier b representing a number of attackable enemy virtual objects as 2, identifier c representing a number of attackable enemy virtual objects as 3, and identifier d representing a number of attackable enemy virtual objects as 4. If the player selects identifier c, the first virtual object is a virtual object from the plurality of virtual objects associated with the account of the player that has a number of attackable enemy virtual objects equal to 3 and is not on the field.

[0073] Step S103: controlling at least one of the first virtual objects to be on the field at the field position.

[0074] Optionally, after the at least one first virtual object is determined, one of the first virtual objects can be automatically controlled to be on the field at a field position, or, when the number of first virtual objects does not exceed the number of field positions, all of the first virtual objects can be automatically controlled to be on the field at a field position (i.e., all of the first virtual objects are on the field), or, when the number of first virtual objects exceeds the number of field positions, the number of first virtual objects can be automatically controlled to be on the field at a field position (i.e., some of the first virtual objects are on the field).

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

[0076] determining a target first virtual object from the at least one first virtual object, and controlling the target first virtual object to be on the field at the field position.

[0077] In the embodiments of the present application, after the first virtual objects are determined, the player can issue a selection instruction for a virtual object. In response to the selection instruction for the virtual object, a target first virtual object is determined from the at least one first virtual object. The selection instruction for the virtual object can be implemented by one of a voice instruction operation, a shortcut key, a touch operation on a specified control, and the like. In this way, the target first virtual object is determined from the first virtual objects by the selection instruction for the virtual object, and the target first virtual object is controlled to be on the field at the field position.

[0078] In an example optional embodiment, the method for interactive control in a game provided by the embodiments of the present application can further include the following steps:

[0079] display the object identifier corresponding to the at least one first virtual object.

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

[0081] In the embodiment, after determining the at least one first virtual object from the plurality of virtual objects, the object identifier corresponding to the at least one first virtual object can 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 can be presented in the form of a list.

[0082] The player can perform a second trigger operation on a first object identifier in the displayed object identifiers, which can include but is not limited to a voice instruction operation, a gesture operation in the air, a shortcut key operation, or a touch operation on the first object identifier. The touch operation can be a click operation, a sliding operation, a pressing operation, or a dragging operation, and the embodiment is not limited to the trigger mode of the second trigger operation on the first object identifier in the object identifiers.

[0083] In response to the second trigger operation, the aforementioned selection instruction on the virtual object can be generated, so as to determine the first virtual object corresponding to the first object identifier as the target first virtual object, and control the target first virtual object to appear on the appearing position.

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

[0085] The following will be described in combination with Figure 3 The game interaction control method provided in the embodiment of the present application is introduced as follows:

[0086] As Figure 3 shown in FIG. 3, which is an interface schematic diagram of an example of the game interaction control method provided in the embodiment of the present application, including interface (3-a) to interface (3-d).

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

[0088] The interface (3-a) displays a window 31 with selectable skill prompts for each skill, including the target skill attribute (for example, the number of attackable enemy virtual objects). When the player selects the first skill prompt 32 (indicating that the number of attackable enemy virtual objects is 3), the graphical user interface will switch from interface (3-b) to interface (3-c).

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

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

[0091] It should be understood that, attached Figure 3 The interactive control methods in the game shown are merely illustrations to help those skilled in the art understand the embodiments of this application, and do not constitute any limitation on the interactive control methods in the game provided in this application.

[0092] The interactive control method in the game provided in this application embodiment provides a graphical user interface corresponding to a target account through a terminal device. The graphical user interface includes at least a portion of the game scene, and the game scene displays at least one deployment position. The target account contains multiple virtual objects. The method includes: in response to a first trigger operation for a target deployment position among the at least one deployment position, displaying skill prompt icons for selectable target skill attributes, wherein different skill prompt icons are used to represent different attribute values ​​of the target skill attributes; in response to a selection operation for a first skill prompt icon among the skill prompt icons, determining a first virtual object from the multiple virtual objects that satisfies the attribute value represented by the first skill prompt icon and is not deployed; and controlling at least one of the first virtual objects to deploy in the deployment position.

[0093] As can be seen, the interactive control method in the game provided in this application embodiment, by performing a first trigger operation on the target deployment position in at least one deployment position, conveniently displays selectable skill prompt icons on the interface corresponding to different attribute values ​​representing the target's skill attributes. Thus, when it is necessary to control a virtual object that meets a certain attribute value to be deployed, the first skill prompt icon corresponding to that attribute value can be selected from the skill prompt icons to determine at least one first virtual object that meets that attribute value but is not yet deployed, and then at least one first virtual object can be deployed to the deployment position to participate in the battle. Compared to the operational and memory burden caused by manually checking and comparing the current skill attributes of each virtual object one by one, the interactive control method in the game provided in this application embodiment can reduce operational and memory costs, improve the efficiency of deploying virtual objects, and thus enhance the player's gaming experience and the game's strategic depth.

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

[0095] In response to the operation of dragging the second object identifier in the object identifier to the first deployment position in the at least one deployment position, the first virtual object corresponding to the second object identifier is controlled to be deployed at the first deployment position.

[0096] In other words, after displaying the object identifiers corresponding to at least one first virtual object, the player can drag the second object identifier from the displayed object identifiers to any of the at least one deployment positions (i.e., the first deployment position), thereby enabling the first virtual object corresponding to the second object identifier to be deployed in any deployment position.

[0097] like Figure 4 The image shown is a schematic diagram of another example of the interactive control method in a game provided in this application. Figure 4 The window 33 displays object identifiers of the first virtual object presented in a list. Players can control the first virtual object corresponding to the first object identifier 34 to be deployed in deployment position 27, deployment position 26, or deployment position 25 by dragging the first object identifier 34 in the object identifier to deployment position 27, deployment position 26, or deployment position 25.

[0098] It should be noted that when deploying virtual objects by dragging and dropping object identifiers, multiple virtual objects can be deployed quickly. For example, if there are deployment positions 1, 2, and 3, and the current filter yields three first virtual objects that meet a certain attribute value (e.g., the number of attackable enemy virtual objects is 4), namely first virtual object a, first virtual object b, and first virtual object c, the player can drag the object identifier corresponding to first virtual object a to deployment position 1, the object identifier corresponding to first virtual object b to deployment position 2, and the object identifier corresponding to first virtual object c to deployment position 3. This quickly deploys first virtual object a to deployment position 1, first virtual object b to deployment position 2, and first virtual object c to deployment position 3.

[0099] This setup has two advantages: firstly, it allows the first target virtual object to be deployed in any position; secondly, when the currently selected first virtual object meets the strategic needs, players do not need to expand the skill prompts through the target control and reselect from them, reducing repetitive operations. Instead, multiple first virtual objects that meet the strategic needs can be deployed to multiple positions by dragging and dropping the object icons, further reducing operational costs and improving the efficiency of deploying virtual objects.

[0100] In one possible implementation, the second triggering operation is a click operation on the first object identifier, and step S103 refers to controlling the target virtual object to be deployed at the target deployment position.

[0101] like Figure 5 The diagram shows another example of the interactive control method in a game provided in this application, including interface (5-a) and interface (5-b). In interface (5-a), when a trigger operation is performed on the target control 30 corresponding to the deployment position 27, a window 31 containing skill prompt icons is displayed. When a selection operation is performed on the first skill prompt icon 32 among the skill prompt icons, the graphical user interface will switch from interface (3-a) to interface (5-b). In interface (5-b), a window 33 containing object icons of the first virtual object presented in a list is displayed. By clicking on the first object icon 34, the player controls the target first virtual object 35 corresponding to the first object icon 34 to be deployed in the deployment position 27, so that the virtual object deployed in the deployment position 27 changes from virtual object 36 to virtual object 35.

[0102] This setup allows for the quick deployment of the first virtual object to the target's deployment position via a click.

[0103] Optionally, the array positions include first type array positions and second type array positions, the first type array positions are positions where the second virtual objects have been arrayed, and the second type array positions are positions where no virtual object is placed.

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

[0105] presenting the target control corresponding to the first type array position in a first style; and presenting the target control corresponding to the second type array position in a second style.

[0106] In the embodiments, the game scene includes first type array positions where the second virtual objects have been arrayed and second type array positions where no virtual object is placed, the first type array positions are placed with the second virtual objects, and the second type array positions are not placed with virtual objects, and can be displayed as empty or display a position identifier representing that the second type array position is an un-arrayed position.

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

[0108] The step of presenting the target control corresponding to the first type array position in a first style and presenting the target control corresponding to the second type array position in a second style can specifically include:

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

[0110] In an optional embodiment, the step of presenting the target control corresponding to the second type array position in a second style can specifically include the following steps:

[0111] obtaining a target attribute value of a target skill attribute of the arrayed virtual object placed in the first type array position;

[0112] display the target attribute value in the associated region of the arrayed virtual object.

[0113] The associated region of the arrayed virtual object can be a circular region, a rectangular region, or an irregularly shaped region, and the associated region can be centered on the interface position corresponding to the arrayed 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 arrayed virtual object placed on the second type of array position refers to obtaining a second number of attackable enemy virtual objects corresponding to the arrayed virtual object placed on the second type of array position. Correspondingly, the step of displaying the target attribute value in the associated region of the arrayed virtual object refers to displaying the second number in the associated region of the arrayed virtual object.

[0115] It should be noted that the target attribute value of the target skill attribute of the placed arrayed virtual object can change over time. For the first type of array position, the target attribute value of the target skill attribute of the placed arrayed 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 region of the arrayed virtual object.

[0116] The accompanying drawings are incorporated into the present specification and constitute a part of the present specification. Figure 3 The first style and the second style are introduced as follows. Figure 3 As shown in the interface (3-a) provided, the second virtual object 23 is placed on the array position 25, the second virtual object 24 is placed on the array position 26, and no virtual object is placed on the array position 27. Therefore, the array position 25 and the array position 26 belong to the first type of array position, and the array position 27 belongs to the second type of array position. The number of attackable enemy virtual objects of the second virtual object 23 is 3, and the number of attackable enemy virtual objects of the second virtual object 24 is also 3. The number 3 is displayed in the target control 28 corresponding to the array position 25 (i.e., the associated region of the second virtual object 23), and the number 3 is also displayed in the target control 29 corresponding to the array position 26 (i.e., the associated region of the second virtual object 24). The screening icon is displayed in the target control 30 corresponding to the array position 27.

[0117] In the embodiment, by distinguishing and displaying the target control corresponding to the first type array position and the second type array position, the intuitiveness in the game is enhanced, and for the first type array position, the target attribute value representing the target skill attribute of the currently placed arrayed virtual object in the corresponding target control is displayed, so that the attack ability of the currently placed arrayed virtual object on the second type array position can be intuitively displayed, and the player can timely determine whether the currently arrayed virtual object needs to be replaced or continuously placed on the array position to participate in the battle.

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

[0119] In the case that the second array position where the first virtual object is to be arrayed is a first type array position, the second virtual object placed on the second array position is replaced by the first virtual object to realize the array of the first virtual object on the second array position.

[0120] In the embodiment, in the case that the second array position where the first virtual object is to be arrayed is a first type array position, that is, in the case that the first virtual object is arrayed on the first type array position where the second virtual object is currently placed, the second virtual object placed on the second array position can be replaced, and the target first virtual object can be controlled to be arrayed on the second array position.

[0121] The above-mentioned embodiments are described in conjunction with the accompanying drawings. Figure 5 It is illustrated that in the interface (5-a), the first type array position 27 currently places the second virtual object 36, and when the first object identifier 34 is clicked, the second virtual object 36 currently placed on the first type array position 27 in the interface (5-a) is replaced by the first virtual object 35 in the interface (5-b).

[0122] In addition, in the case that the second array position is a first type array position, after the first virtual object is controlled to be arrayed on the second array position, the displayed target attribute value of the target skill attribute of the second virtual object can be changed to the target attribute value of the target skill attribute of the first virtual object.

[0123] The above-mentioned embodiments are described in conjunction with the accompanying drawings. Figure 5 It is illustrated that in the interface (5-a), the target attribute value representing the target skill attribute of the currently placed second virtual object 36 in the target control 30 corresponding to the first type array position 27 is 1 (representing that the number of attackable enemy virtual objects is 1), and when the first object identifier 34 is clicked, the number 1 in the target control 30 is replaced by the target attribute value representing the target skill attribute of the first virtual object 35 in the interface (5-b), which is 3 (representing that the number of attackable enemy virtual objects is 3).

[0124] Optionally, the step S103 comprises the following step: controlling one of the first virtual objects to be arrayed at the target array position.

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

[0126] Before the step of controlling one of the first virtual objects to be arrayed at the target array position, no virtual object is placed at the target array position, that is, before the step of controlling one of the first virtual objects to be arrayed at the target array position, the first virtual object is a second type of array position, in which case, the one first virtual object can be directly placed in the target array position to realize the array of the first virtual object at the target array position. It can be understood that after the one first virtual object is arrayed at the target array position, the target array position is changed from the second type of array position to the first type of array position.

[0127] Optionally, the number of the second object identifiers is the same as the number of the first target array positions, and the step of controlling the first virtual object corresponding to the second object identifier to be arrayed at the first array position can be realized by the following steps:

[0128] Controlling the first virtual objects corresponding to the plurality of second object identifiers to be arrayed at the plurality of target array positions, respectively.

[0129] In the embodiment, when the player wants to control a plurality of first virtual objects to be arrayed at the array positions in the game scene, a plurality of second object identifiers can be selected from the object identifiers corresponding to the first virtual objects, and the plurality of second object identifiers are respectively dragged to the plurality of first array positions, so as to realize the one-time array of the first virtual objects corresponding to the plurality of second object identifiers at the plurality of first array positions, respectively.

[0130] As shown in FIG. 6, which is an interface schematic diagram of another example of the interactive control method in the game provided by the embodiment of the present application, the interface (6-a)~interface (6-c) are included. Figure 6

[0131] ​When the player selects the first skill identifier 32 from the skill prompt identifiers, the graphical user interface is switched from interface (6-a) to interface (6-b). In interface (6-b), a window 33 is displayed, and the window 33 contains object identifiers of a plurality of first virtual objects that satisfy the attribute value corresponding to the first skill identifier 32 and have not been deployed. When the player performs an operation of dragging the first object identifier 34 to the deployment position 26 and an operation of dragging the first object identifier 37 to the deployment position 27, the graphical user interface is switched 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 deployed in the deployment position 26, and the first virtual object 38 corresponding to the first object identifier 37 is deployed in the deployment position 27.

[0132] In this way, when the determined plurality of first virtual objects are virtual objects that the player wants to deploy to the plurality of deployment positions, the player can control the plurality of first virtual objects to be deployed to the plurality of deployment positions at one time, thereby reducing the operation cost when the plurality of virtual objects are deployed and further improving the strategy in the game.

[0133] Corresponding to the method for interacting in the game provided in the first embodiment, the second embodiment further provides a device for interacting in the game. The device provides a graphical user interface corresponding to a target account through a terminal device. The graphical user interface includes at least part of a game scene. The game scene displays at least one deployment position. The target account includes a plurality of virtual objects. The device includes Figure 7 The device includes:

[0134] A display unit 701 is configured to display skill prompt identifiers of target skill attributes in response to a first trigger operation on a target deployment position in the at least one deployment position. Different skill prompt identifiers represent different attribute values of the target skill attributes.

[0135] A determination unit 702 is configured to determine at least one first virtual object that satisfies an attribute value represented by a first skill prompt identifier and has not been deployed from the plurality of virtual objects in response to a selection operation on the first skill prompt identifier.

[0136] A control unit 703 is configured to control the at least one first virtual object to be deployed to the deployment position.

[0137] Optionally, the first trigger operation on the target deployment position in the at least one deployment position is a trigger operation on a target control displayed at an interface position associated with the target deployment position.

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

[0139] determine a target first virtual object from the at least one first virtual object;

[0140] control the target first virtual object to line up in the lineup position.

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

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

[0143] in response to a second triggering operation on a first object identifier in the object identifiers, determine a first virtual object corresponding to the first object identifier as the target first virtual object.

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

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

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

[0147] in response to an operation of dragging a second object identifier in the object identifiers to a first lineup position in the at least one lineup position, control a first virtual object corresponding to the second object identifier to line up in the first lineup position.

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

[0149] Optionally, the lineup positions include first-type lineup positions and second-type lineup positions, the first-type lineup positions are positions where the second virtual objects that have lined up are placed, and the second-type lineup positions are positions where no virtual objects are placed.

[0150] Optionally, the display unit 701 is further configured to:

[0151] obtain a target attribute value of the target skill attribute of a lineup virtual object that has been placed in the first-type lineup position;

[0152] display the target attribute value in an associated region of the lineup virtual object.

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

[0154] In a case where a second lineup position where the first virtual object is to be lined up is a first type of lineup position, a second virtual object placed on the second lineup position is replaced by the first virtual object to realize that the first virtual object is lined up on the second lineup position.

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

[0156] control one of the first virtual objects to be lined up on the target lineup position.

[0157] Optionally, the target lineup position is not placed with a virtual object.

[0158] Optionally, the second object identifier and the first lineup position are the same in number; and the control unit 703 is specifically configured to:

[0159] control a plurality of first virtual objects corresponding to the plurality of second object identifiers to be lined up on the plurality of first lineup positions, respectively.

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

[0161] As shown in Figure 8 FIG. 1, an example of a structure block diagram of an electronic device for data processing provided in the embodiments of the present application.

[0162] In the present embodiment, an optional hardware structure of the electronic device 800 can be as shown in Figure 8 FIG. 2, which 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 can be a communication device for transmitting data between components inside the electronic device 800, such as an internal bus (for example, a CPU-memory bus, where the processor is a central processing unit, CPU), an external bus (for example, a universal serial bus port, a peripheral component interconnect express port), etc.

[0164] Additionally, the electronic device also includes at least one network interface 806 and at least one peripheral interface 807. The network interface 806 provides wired or wireless communication with an external network 808 (e.g., the Internet, intranet, local area network, 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] Peripheral interface 807 is used to connect to peripherals, such as peripheral 1 in the figure. Figure 8 809 in the middle), peripheral 2 ( Figure 8 810 in the middle) and peripheral 3 ( Figure 8 (811 in the original text). Peripherals are peripheral devices, which may include, but are not limited to, cursor control devices (such as mice, touchpads, or touchscreens), keyboards, displays (such as cathode ray tube displays, liquid crystal displays), monitors or light-emitting diode displays, video input devices (such as cameras or input interfaces coupled to video files), etc.

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

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

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

[0169] In response to a first trigger operation for a target deployment position in the at least one deployment position, selectable skill indicator icons for the target skill attributes are displayed, wherein different skill indicator icons are used to represent different attribute values ​​of the target skill attributes;

[0170] In response to a selection operation on a first skill prompt identifier of the skill prompt identifiers, at least one first virtual object that meets an attribute value represented by the first skill prompt identifier and is not on the field is determined from the plurality of virtual objects;

[0171] The at least one first virtual object is controlled to be on the field at the field position.

[0172] Corresponding to the interaction control method in the game provided by the first embodiment of the present application, the fourth embodiment of the present application provides a computer readable storage medium, which stores a program of the interaction control method in the game. The program is run by a processor to perform the following steps:

[0173] In response to a first trigger operation on a target field position of the at least one field position, skill prompt identifiers of a target skill attribute are displayed, 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 of the skill prompt identifiers, at least one first virtual object that meets an attribute value represented by the first skill prompt identifier and is not on the field is determined from the plurality of virtual objects;

[0175] The at least one first virtual object is controlled to be on the field at the field position.

[0176] It should be noted that the detailed description of the apparatus, the electronic device and the computer readable storage medium provided by the second embodiment, the third embodiment and the fourth embodiment of the present application can refer to the related description of the first embodiment of the present application, which will not be repeated here.

[0177] Although the above is disclosed with the preferred embodiments, 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 subject to 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), an input / output interface, a network interface, and a memory.

[0179] The memory can include a non-persistent memory in a computer readable medium, a random access memory (RAM) and / or a non-volatile memory such as a read-only memory (ROM) or a flash memory (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 can be implemented by any method or technology to store information. 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), other properties of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, read-only compact discs read-only memory (CD-ROM), digital versatile discs (DVD) or other optical storage, magnetic cassette, magnetic tape, magnetic disk storage or other magnetic storage media 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 (transitory media), such as modulated data signals and carriers.

[0181] 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.

[0182] 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 defined by the claims of the present application.

Claims

1. A method for controlling interaction in a game, characterized by, The method comprises the following steps: In response to a first triggering operation on a target lineup position in the at least one lineup position, display skill prompt identifiers of target skill attributes, wherein different skill prompt identifiers represent different attribute values of the target skill attributes; the lineup positions include first-type lineup positions and second-type lineup positions, the first-type lineup positions are positions where second virtual objects have been lined up, and the second-type lineup positions are positions where no virtual objects are placed; In response to a selection operation on a first skill prompt identifier in the skill prompt identifiers, determine at least one first virtual object from the multiple virtual objects that meets the attribute value represented by the first skill prompt identifier and has not been lined up; Control the at least one first virtual object to line up in the lineup position; The control of the at least one first virtual object to line up in the lineup position comprises the following steps:

2. The method of claim 1, wherein, In a case where a second lineup position of one first virtual object to be lined up is a first-type lineup position, replace a second virtual object placed in the second lineup position with the first virtual object to realize the lining up of the first virtual object in the second lineup position.

3. The method of claim 1, wherein, The first triggering operation on the target lineup position in the at least one lineup position is a triggering operation on a target control displayed at an interface position associated with the target lineup position. The control of the at least one first virtual object to line up in the lineup position comprises the following steps: Determine a target first virtual object from the at least one first virtual object; 4. The method of claim 3, wherein, Control the target first virtual object to line up in the lineup position. The method further comprises the following steps: Display object identifiers respectively corresponding to the at least one first virtual object; The determination of the target first virtual object from the at least one first virtual object comprises the following steps:

5. The method of claim 4, wherein, In response to a second triggering operation on a first object identifier in the object identifiers, determine a first virtual object corresponding to the first object identifier as the target first virtual object.

6. The method of claim 1, wherein, The second triggering operation is a click operation on the first object identifier. The method further comprises the following steps: Display object identifiers respectively corresponding to the at least one first virtual object; 7. The method of claim 1, wherein, The control of the at least one first virtual object to line up in the lineup position comprises the following steps:

8. The method of claim 1, wherein, In response to an operation of dragging a second object identifier in the object identifiers to a first lineup position in the at least one lineup position, control a first virtual object corresponding to the second object identifier to line up in the first lineup position. The target skill attribute is the number of attackable enemy virtual objects. The method further comprises the following steps: Obtain a target attribute value of the target skill attribute of a lined-up virtual object placed in the first-type lineup position; Display the target attribute value in an associated area of the lined-up virtual object.

9. The method of claim 1, wherein, The control of the at least one first virtual object to line up in the lineup position includes: The control of one first virtual object to line up in the target lineup position.

10. The method of claim 9, wherein, Before the control of one first virtual object to line up in the target lineup position, no virtual object is placed in the target lineup position.

11. The method of claim 6, wherein, The second object identifier and the number of first lineup positions are the same; the control of the corresponding first virtual object of the second object identifier to line up in the first lineup position includes: The control of the corresponding first virtual object of multiple second object identifiers to line up in multiple first lineup positions, respectively.

12. An interactive control device in a game, characterized by A terminal device provides a graphical user interface corresponding to a target account, the graphical user interface includes at least part of a game scene, the game scene displays at least one lineup position, and the target account includes multiple virtual objects; the device includes: A display unit configured to display skill prompt identifiers of target skill attributes in response to a first trigger operation on a target lineup position in the at least one lineup position, wherein different skill prompt identifiers represent different attribute values of the target skill attributes; the lineup positions include first-type lineup positions and second-type lineup positions, the first-type lineup positions are positions where a second virtual object has been lined up, and the second-type lineup positions are positions where no virtual object is placed; A determination unit configured to determine at least one first virtual object that meets an attribute value represented by a first skill prompt identifier and has not been lined up from the multiple virtual objects in response to a selection operation on the first skill prompt identifier. A control unit configured to control at least one first virtual object to line up in the lineup position, including: in a case where a second lineup position of one first virtual object to be lined up is a first-type lineup position, replacing a second virtual object placed in the second lineup position with the first virtual object to realize the first virtual object lining up in the second lineup position.

13. An electronic device, comprising: It includes: A processor; And A memory for storing a data processing program, after the electronic device is powered on and the program is run by the processor, the method of any one of claims 1-11 is executed.

14. 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 of any one of claims 1-11.

Citation Information

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