Game interaction control method and device and electronic equipment

By displaying task progress identifiers in the game interface and displaying the object identifiers of the target object, it solves the problem that players find it difficult to accurately judge the position of teammates, and improves teammate cooperation and game experience.

CN119770964AActive Publication Date: 2025-04-08NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510031244.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-08
Publication Date
2025-04-08
Estimated Expiration
2045-01-08

AI Technical Summary

Technical Problem

Without a minimap, it is difficult for players to accurately judge the position of their teammates, resulting in low coordination among teammates and affecting the game experience.

Method used

By displaying the task progress identifier in the graphical user interface and obtaining the relative position between the target object and the task route in the game scene, the object identifier of the target object is displayed in the task progress identifier association based on this position to indicate the position distribution of the target object relative to the task route.

Benefits of technology

Players can accurately know the distribution of the target object relative to the task route without a minimap, improve the accuracy and efficiency of team decisions, enhance the coordination among teammates, and improve the game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment. The method comprises the steps that in response to starting of a game match, our object and an enemy object are controlled to enter a game scene corresponding to the game match, the game match comprises a camp task set for the our object, and the camp task requires the our object to execute a task action based on a specified task route; a task progress identifier used for indicating the completion progress of the camp task is displayed in the graphical user interface, and the indication direction of the task progress identifier in the graphical user interface corresponds to the route trend of the task route in the game scene; in the game scene, obtaining a relative position between the target object and the task route; and based on the relative position, displaying an object identifier of the target object in association with the task progress identifier to indicate the position distribution of the target object relative to the task route. According to the mode, the matching degree between teammates is improved, and the game experience is improved.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for interactive control of games. Background Art

[0002] In the related art, some games do not provide a mini-map. The player controls the game character in the game scene and can only judge the position of teammates through the teammate characters or the character identification of the teammate characters displayed in the scene screen. The position error determined in this way is large, which can easily lead to low coordination between teammates and affect the game experience. Summary of the invention

[0003] In view of this, an object of the present invention is to provide a method, device and electronic device for interactive control of a game, which are conducive to improving the cooperation between teammates and enhancing the gaming experience.

[0004] In a first aspect, an embodiment of the present invention provides an interactive control method for a game, which provides a graphical user interface through a terminal device; the method comprises: in response to the start of a game match, controlling a friendly object and an enemy object to enter a game scene corresponding to the game match, wherein the game match includes a camp task set for the friendly object, wherein the camp task requires the friendly object to perform a task action based on a specified task route; displaying a task progress indicator for indicating the completion progress of the camp task in the graphical user interface, wherein the indication direction of the task progress indicator in the graphical user interface corresponds to the route direction of the task route in the game scene; in the game scene, obtaining the relative position between a target object and the task route, wherein the target object is at least part of the friendly object and / or at least part of the enemy object; based on the relative position, displaying the object identifier of the target object in association with the task progress indicator to indicate the position distribution of the target object relative to the task route.

[0005] In a second aspect, an embodiment of the present invention provides an interactive control device for a game, which provides a graphical user interface through a terminal device; the device includes: a game start module, which is used to control the friendly object and the enemy object to enter the game scene corresponding to the game game in response to the start of the game game, wherein the game game includes a camp task set for the friendly object, wherein the camp task requires the friendly object to perform a task action based on a specified task route; a progress indicator display module, which is used to display a task progress indicator for indicating the completion progress of the camp task in the graphical user interface, wherein the indication direction of the task progress indicator in the graphical user interface corresponds to the route direction of the task route in the game scene; a position acquisition module, which is used to acquire the relative position between the target object and the task route in the game scene, wherein the target object is at least part of the friendly object and / or at least part of the enemy object; an object indicator display module, which is used to display the object indicator of the target object in association with the task progress indicator based on the relative position, so as to indicate the position distribution of the target object relative to the task route.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.

[0007] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above-mentioned game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The interactive control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device; in response to the start of a game match, control the friendly object and the enemy object to enter the game scene corresponding to the game match, wherein the game match includes a camp task set for the friendly object, wherein the camp task requires the friendly object to perform task actions based on a specified task route; display a task progress indicator for indicating the completion progress of the camp task in the graphical user interface, wherein the indication direction of the task progress indicator in the graphical user interface corresponds to the route direction of the task route in the game scene; in the game scene, obtain the relative position between the target object and the task route, wherein the target object is at least part of the friendly object and / or at least part of the enemy object; based on the relative position, display the object identifier of the target object in association with the task progress indicator to indicate the position distribution of the target object relative to the task route.

[0010] In this method, the object identifier corresponding to the target object is displayed by associating the task progress identifier, thereby indicating the position distribution of the target object relative to the task route; players can accurately know the distribution of the target object relative to the task route without a minimap, which is conducive to team decision-making, improves the coordination between teammates, and enhances the gaming experience.

[0011] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0012] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0014] Figure 1 A flowchart of an interactive control method for a game provided by an embodiment of the present invention;

[0015] Figure 2 A schematic diagram of a task progress indicator provided by an embodiment of the present invention;

[0016] Figure 3 A schematic diagram of a task progress identifier and an object identifier provided by an embodiment of the present invention;

[0017] Figure 4 A schematic diagram of another task progress identifier and object identifier provided by an embodiment of the present invention;

[0018] Figure 5 A schematic diagram of another task progress identifier and object identifier provided by an embodiment of the present invention;

[0019] Figure 6 A schematic diagram of a first dimension and a second dimension of a task progress indicator provided by an embodiment of the present invention;

[0020] Figure 7 A schematic diagram of indicating a character's height through an object identifier provided by an embodiment of the present invention;

[0021] Figure 8A schematic diagram of an interactive control device for a game provided by an embodiment of the present invention;

[0022] Fig. 9 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0023] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0024] In games without a minimap, players can only observe the positions of their teammates through the scene screen; if the teammate's character is displayed on the scene screen, the player can intuitively view the teammate's position; if the teammate's character is blocked by an obstacle, the player can roughly judge the position of the teammate's character through the character identification displayed on the scene screen, but the position judged in this way has a large error, which can easily lead to low coordination between teammates and affect the gaming experience.

[0025] Based on this, the interactive control method, device and electronic device of a game provided by the embodiments of the present invention can be applied to various types of games, for example, games that do not provide a mini-map.

[0026] In one embodiment of the present disclosure, the interactive control method of the game can be run on a local terminal device or a server. When the interactive control method of the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0027] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method of the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0028] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0029] In a possible implementation, an embodiment of the present invention provides an interactive control method for a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interactive system mentioned above.

[0030] like Figure 1 As shown, the interactive control method of the game includes the following steps:

[0031] Step S102, in response to the start of the game match, controlling the friendly object and the enemy object to enter a game scene corresponding to the game match, wherein the game match includes a camp task set for the friendly object, wherein the camp task requires the friendly object to perform a task action based on a specified task route;

[0032] The above-mentioned graphical user interface displays the scene screen of the game scene; our object includes one or more, and our object may include a controlled object controlled by a terminal device, and may also include a friendly object of the controlled object; the enemy object may also include one or more.

[0033] In this game, our object needs to perform a camp mission, while the enemy object prevents our object from performing the camp mission. In this camp mission, our object performs mission actions based on a specified mission route; the mission route is located in the game scene; the mission route can have a specified shape, and can also set a start and end point. Mission actions can be occupying a specified scene position, obtaining a specified scene prop, controlling the movement of a specified scene prop, controlling the state change of a specified scene prop, etc.

[0034] After the controlled object enters the game scene, the virtual camera following the controlled object shoots the game scene to obtain the scene picture. Under the control of the terminal device, the controlled object can perform actions in the game scene, such as moving, shooting, casting props, performing interactive actions with props, performing interactive actions with scene models, etc., thereby performing the aforementioned task actions.

[0035] Step S104, displaying a task progress indicator in the graphical user interface for indicating the completion progress of the faction task, wherein the direction indicated by the task progress indicator in the graphical user interface corresponds to the route direction of the task route in the game scene;

[0036] As the game progresses, the completion progress of the faction's mission will change; for example, when our object performs a mission action, the completion progress will increase; for example, when the enemy object prevents our object from performing a mission action, the completion progress will stop or decrease.

[0037] The aforementioned task progress indicator indicates the completion progress of the camp task. The task progress indicator may include an indicator display area, in which a progress indicator sub-identifier is displayed; wherein the display position of the progress indicator sub-identifier in the indicator display area indicates the completion progress of the camp task. The task progress indicator may also be in the form of a progress bar, and the completion progress of the camp task is indicated by the change of the display format of the progress bar. For example, when the completion progress is 10%, 10% of the length of the task progress indicator is displayed in blue, and 90% of the length is displayed in white.

[0038] The direction indicated by the task progress mark in the graphical user interface can be understood as the extension direction of the task progress mark; specifically, when the completion progress increases, the moving direction of the aforementioned progress indicator sub-marker, or the direction in which the display format in the task progress mark changes. The route direction of the task route in the game scene can be the extension direction of the task route in the game scene; the direction indicated by the task progress mark in the graphical user interface corresponds to the route direction of the task route, for example, the route direction is from west to east, and the direction indicated by the task progress mark in the graphical user interface is from left to right.

[0039] The task progress indicator can be located at a designated position of the graphical user interface, such as the top of the interface, the left side of the interface, etc. When the game is just started, the progress indicator sub-identifier can be located at one end of the indicator display area, or at a vertex of the indicator display area, indicating that the completion progress of the faction task is zero at this time; when the completion progress of the faction task increases, the progress indicator sub-identifier starts to move, and when the completion progress of the faction task decreases, the progress indicator sub-identifier can retreat along the original path until it retreats to the position of the progress indicator sub-identifier when the game just started.

[0040] In one example, the identification display area is a bar area. When the game match just starts, the progress indicator sub-identifier is located at the first end of the bar area. When the completion progress of the camp task increases, the progress indicator sub-identifier starts from the first end and moves toward the second end; when the progress indicator sub-identifier moves to the second end, the completion progress of the camp task is completed and the game match ends.

[0041] In actual implementation, the completion progress of the camp task can be determined according to the task content of the camp task; for example, if the camp task is to move a specified item to a specified location, the completion progress of the camp task can be determined based on the distance between the specified item and the specified location; for another example, if the camp task is to collect a specified number of game resources, the completion progress of the camp task can be determined based on the difference between the current collected number and the specified number.

[0042] Step S106, in the game scene, obtaining a relative position between a target object and a task route, wherein the target object is at least part of a friendly object and / or at least part of an enemy object;

[0043] The mission route is located in the game scene, and the mission route is composed of a plurality of continuous scene positions. The target object may be located at different scene positions in the mission route, or the target object may not be located at a scene position in the mission route, for example, the target object is located at a scene position at a specified distance from the starting point of the mission route.

[0044] The relative position between the aforementioned target object and the mission route may be the scene position of the target object in the mission route or the scene position of the target object outside the mission route. The target object may include all or part of the friendly object, all or part of the enemy object, or both the friendly object and the enemy object.

[0045] For example, the target objects may only include our objects. In this case, the task progress identifier is associated with the displayed controlled object and the object identifier of the controlled object's friendly object, so that the player corresponding to the controlled object knows the distance between the friendly object and the controlled object. For another example, the object identifier of the enemy object whose distance to the controlled object is less than a preset distance threshold, or the object identifier of the enemy object whose distance to the friendly object is less than a preset distance threshold, can also be displayed.

[0046] The purpose of this embodiment is to display the object identification of the target object through the task progress identification to indicate the position distribution of the target object relative to the task route. Based on this, the position correspondence between the identification position in the task progress identification and at least part of the scene position in the game scene.

[0047] The task progress identifier displays the object identifier, which can be triggered by a first trigger instruction. The first trigger instruction can be generated by a trigger instruction control, or by triggering a preset device button. In this embodiment, after the first trigger instruction is generated, the object identifier of the target object is displayed by the task progress identifier. Therefore, it is first necessary to determine the position correspondence between the identifier position in the task progress identifier and at least part of the scene position in the game scene. Among them, the identifier position in the task progress identifier can form a one-to-one correspondence with all the scene positions in the game scene. In this case, no matter which scene position the target object is in, a unique display position can be determined based on the task progress identifier.

[0048] In addition, the identification position in the task progress identifier can form a one-to-one correspondence with the part scene position in the game scene; specifically, a scene area can be divided from the game scene, and the scene position in the scene area can form a one-to-one correspondence with the identification position in the task progress identifier. In this case, when the target object is at any scene position in the scene area, a unique area position can be determined in the task progress identifier.

[0049] Step S108: Based on the relative position, the object identifier of the target object is displayed in association with the task progress identifier to indicate the position distribution of the target object relative to the task route.

[0050] The object identifier may be displayed in the task progress identifier or outside the task progress identifier. For example, the object identifier may be displayed outside the task progress identifier along an edge of the task progress identifier.

[0051] After obtaining the relative position between the target object and the task route, the display position of the object identifier relative to the task progress identifier can be determined and the object identifier can be displayed. The object identifier can be the avatar or name of the target object, or a symbol or graphic identifier; the object identifier is used to indicate the position distribution of the target object relative to the task route. For example, if the target object is located at the starting point of the task route, the object identifier can be displayed at one end of the task progress identifier; if the target object is located in the middle of the task route, the object identifier can be displayed in the middle of the task progress identifier.

[0052] When there are multiple target objects, the relative position of the object identifier of each target object indicates the relative positions of the multiple target objects in the game scene.

[0053] The interactive control method of the above-mentioned game provides a graphical user interface through a terminal device; in response to the start of a game match, controls the friendly object and the enemy object to enter a game scene corresponding to the game match, wherein the game match includes a camp task set for the friendly object, wherein the camp task requires the friendly object to perform a task action based on a specified task route; displays a task progress indicator for indicating the completion progress of the camp task in the graphical user interface, wherein the indication direction of the task progress indicator in the graphical user interface corresponds to the route direction of the task route in the game scene; in the game scene, obtains the relative position between the target object and the task route, wherein the target object is at least part of the friendly object and / or at least part of the enemy object; based on the relative position, displays the object identifier of the target object in association with the task progress indicator to indicate the position distribution of the target object relative to the task route.

[0054] In this method, the object identifier corresponding to the target object is displayed by associating the task progress identifier, thereby indicating the position distribution of the target object relative to the task route; players can accurately know the distribution of the target object relative to the task route without a minimap, which is conducive to team decision-making, improves the coordination between teammates, and enhances the gaming experience.

[0055] In a specific implementation, in response to the change in the completion progress of the camp task, the display format of the task progress indicator is controlled to change. When the task progress indicator includes an indicator display area and a progress indicator sub-identifier in the indicator display area, the progress indicator sub-identifier can be controlled to move in the indicator display area.

[0056] For example, the corresponding relationship between the regional position in the logo display area and the completion progress of the camp task can be set, so that the completion progress of each camp task can be uniquely determined in a position from the logo display area; when the progress changes, the regional position corresponding to the latest game progress is determined from the logo display area, and the progress indicator sub-logo is controlled to move to the regional position. In addition, the regional position passed by the progress indicator sub-logo can also be displayed as highlighted, glowing or a specified color, such as blue, and the regional position not passed by the progress indicator sub-logo is displayed as a default color, such as white.

[0057] Furthermore, the above-mentioned game scene includes a mission target; the above-mentioned mission actions include: controlling the movement of the mission target; our character can perform mission actions such as pushing and pulling on the mission target, thereby controlling the movement of the mission target; the mission target can specifically be a model such as a cart or treasure chest located in the game scene.

[0058] In response to the movement of the mission target in the game scene, the completion progress of the camp mission is determined based on the relative position of the mission target and the mission route.

[0059] The specific task of the camp is to move the task target from the initial position of the task route to the designated position of the task route. When the task target is at the initial position, the completion progress of the camp task is zero. When the task target moves to the designated position, the completion progress of the camp task is 100%.

[0060] When the task target moves in the game scene, the latest scene position of the task target is obtained, and the completion progress of the camp task is determined based on the relative position of the scene position and the task route. Specifically, the first distance between the task target and the specified position of the task route, and the total distance between the initial position and the specified position in the task route can be obtained, and the ratio of the first distance to the total distance is used as the completion progress of the camp task.

[0061] You can also set multiple target locations in the mission route, and the mission target reaches each target location in turn until it reaches the last target location; each time the mission target reaches a target location, the completion progress of the camp mission increases by a preset amount. For example, if target location 1 and target location 2 are set in the game scene, when the mission target reaches target location 1, the completion progress of the camp mission is 50%, and when the mission target reaches target location 2 from target location 1, the completion progress of the camp mission is 100.

[0062] In addition, you can also set the maximum time for the mission target to reach the target location. When the actual time for the target location to reach the target location is less than or equal to the maximum time, the mission target can continue to move to the next target location; when the actual time for the target location to reach the last target location is less than or equal to the maximum time, the completion progress of the camp mission is 100.

[0063] If the actual time taken for the task target to reach the target position is greater than the maximum time taken, the game match fails and ends; or, if the actual time taken for the task target to reach the target position is greater than the maximum time taken, the task target needs to return to the previous target position or the initial position and start moving again.

[0064] In a specific implementation method, in response to our object controlling the mission target to move along a first direction of the mission route, the completion progress of the control camp mission increases; and / or, in response to the enemy object controlling the mission target to move along a second direction of the mission route, the completion progress of the control camp mission decreases; wherein the second direction and the first direction are different directions of the mission route.

[0065] The game is realized by a battle between our object and the enemy object. Our object controls the task target to move in a first direction. During the movement of the task target in the first direction, the completion progress of the camp task is increased based on the scene position of the task target. The faster the task target moves in the first direction, the faster the progress increases. When the task target moves to the specified position of the task route, our object wins the game. The above-mentioned first direction is the direction towards the specified position.

[0066] The goal of the enemy object is to prevent the mission target from moving to the specified position, so the enemy object controls the mission target to move in the second direction, which is the direction away from the specified position. When the mission target moves in the second direction, the completion progress of the camp mission is reduced based on the scene position of the mission target. The faster the mission target moves in the second direction, the faster the progress is reduced. When the game reaches the preset time, if the mission target does not reach the aforementioned specified position, the enemy object wins the game.

[0067] In actual implementation, our object and the enemy object may need to compete with each other for control over the mission target; when our object obtains control over the mission target, it can control the mission target to move in a first direction; when the enemy object obtains control over the mission target, it can control the mission target to move in a second direction.

[0068] During the game, our object may not be able to obtain control of the mission target, so our object cannot control the mission target to move in the first direction; the enemy object may not be able to obtain control of the mission target, so the enemy object cannot control the mission target to move in the second direction.

[0069] Figure 2 A schematic diagram of a task progress indicator is shown. The task progress indicator includes: an indicator display area and a progress indicator sub-identifier; the indicator display area is a long strip area, when the completion progress of the camp task is zero, the progress indicator sub-identifier is located at the left end of the indicator display area, when the completion progress of the camp task increases, the progress indicator sub-identifier moves toward the right end of the indicator display area; when the completion progress of the camp task is 100%, the progress indicator sub-identifier is located at the right end of the indicator display area.

[0070] In addition, the sub-area between the left end of the logo display area and the progress indication sub-logo is displayed in grayscale to indicate the currently completed progress.

[0071] exist Figure 2In the game, progress nodes are also set, including progress node 1 and progress node 2. Among them, progress node 1 corresponds to target position 1 in the game scene, and progress node 2 corresponds to target position 2 that the task target will eventually reach in the game scene. When the task target reaches target position 1 within the first specified time, the progress indicator sub-identifier moves to progress node 1. If the task target does not reach target position 1 within the first specified time, the task target needs to start moving again from the initial position, and the progress indicator sub-identifier also returns to the leftmost end of the identification display area.

[0072] When the task target reaches target position 2 within the second specified time, the progress indicator sub-identifier moves to progress node 2, and the game ends. If the task target does not reach target position 2 within the second specified time, the task target needs to start moving again from target position 1, and the progress indicator sub-identifier also returns to progress node 1.

[0073] In another display mode, the target identifier of the task target is displayed in association with the task progress identifier to indicate the relative position of the task target with respect to the task route, and / or to indicate the completion progress of the camp task.

[0074] The target identifier may be displayed in the task progress identifier, or may be displayed outside the task progress identifier. For example, the target identifier may be displayed outside the task progress identifier along an edge of the task progress identifier.

[0075] After obtaining the relative position between the task target and the task route, the display position of the target logo relative to the task progress logo can be determined, and the target logo can be displayed. The target logo can be a picture or name of the task target, or a symbol or graphic logo; the target logo is used to indicate the position of the task target relative to the task route. For example, if the task target is located at the starting point of the task route, the target logo can be displayed at one end of the task progress logo; if the task target is located in the middle of the task route, the target logo can be displayed in the middle of the task progress logo.

[0076] Specifically, the relative position of the task target relative to the task route can be indicated by the relative position of the target logo and the task progress logo. Since the relative position of the task target relative to the task route also represents the completion progress of the camp task, the completion progress of the camp task can also be indicated by the relative position of the target logo and the task progress logo. For example, if the task target is located at the starting point of the task route, the target logo can be displayed at one end of the task progress logo, indicating that the completion progress is 0%; if the task target is located in the middle of the task route, the target logo can be displayed in the middle of the task progress logo, indicating that the completion progress is 50%.

[0077] In one example, since the position of the progress indicator sub-identity in the identification display area indicates the completion progress, the target identification can also be displayed in association with the progress indicator sub-identity. The target identification is associated with the progress indicator sub-identity to indicate that the completion progress of the camp task changes with the position of the task target.

[0078] like Figure 2 In the example, the target logo is displayed at the bottom of the progress indicator sub-logo. When the progress indicator sub-logo moves, the target logo moves with it, and the target logo always remains at the bottom of the progress indicator sub-logo. Of course, the target logo can also be displayed at other positions of the progress indicator sub-logo, for example, at the top, lower left corner, upper right corner, etc. of the progress indicator sub-logo.

[0079] The association between the target logo and the progress indication sub-logo may also be determined by the display formats of the target logo and the progress indication sub-logo. For example, the target logo and the progress indication sub-logo may have the same logo color.

[0080] In one method, the relative position of the task target and the task route is determined; based on the relative position, the logo display position of the target logo of the task target relative to the task progress logo is determined; the target logo is displayed at the logo display position; wherein the first end of the task progress logo corresponds to the starting point of the task route, and the second end of the task progress logo corresponds to the end point of the task route.

[0081] The relative position of the task target and the task route can be a scene position where the task target is located in the task route, or a scene position where the task target is located outside the task route, and the scene position can be represented by coordinates. Based on the relative position, the display position of the target logo relative to the task progress logo is determined; for example, the relative position of the task target and the task route is that the task target is located at the starting point of the task route, then the display position of the target logo relative to the task progress logo is the first end of the task progress logo.

[0082] The task route includes a starting point and an end point, the starting point corresponds to the first end of the task progress mark, and the end point corresponds to the second end of the task progress mark. The route position between the starting point and the end point of the task route corresponds to the mark position between the first end and the second end of the task progress mark. In an example, when the task progress mark is a long strip, the first end and the second end of the task progress mark are the two endpoints of the long strip.

[0083] In another method, based on the completion progress of the camp task, the target identifier of the task target is determined relative to the task progress identifier. The target identifier is displayed at the identifier display position. The completion progress corresponding to the first end of the task progress identifier is the initial progress value, and the completion progress corresponding to the second end of the task progress identifier is the final progress value.

[0084] Each identification position of the task progress identification corresponds to a completion progress, that is, the identification position and the completion progress have a corresponding relationship; after obtaining the completion progress, a identification position can be determined based on the corresponding relationship, and the identification position is the aforementioned identification display position. The first end of the task progress identification corresponds to the initial progress value, such as 0%, and the second end corresponds to the final progress value, such as 100%.

[0085] There is another way, which is to determine the number of our objects that control the task target to move in the first direction; and to display the object identifier that matches the number of objects in association with the target identifier; wherein the our objects that control the movement of the task target may be all or part of our objects in the game scene, and the object identifier is displayed in association with the target identifier of the task target.

[0086] Among our objects, all target objects may be controlling the task target, or some target objects may be controlling the task target. The object identifier may be a number corresponding to the number of objects, or an object identifier may be a graphic, and the number of the object identifiers matches the number of objects in our objects.

[0087] For example, if there are 5 objects on our side, then 5 object identifiers are displayed in association with the target identifier of the task target. When there are multiple object identifiers, the multiple object identifiers can be arranged in a preset order, for example, horizontally, vertically, and the like.

[0088] As can be seen from the above, the target identifier is displayed in association with the progress indicator sub-identifier, and the object identifier is displayed in association with the target identifier. When the target identifier moves with the progress indicator sub-identifier, the object identifier moves with the target identifier. Figure 2 When the progress indicator sub-identifier moves to the right, the target identifier also moves to the right, and at the same time, the object identifier also moves to the right following the target identifier.

[0089] In the above method, the number of target objects that control the task target is indicated by the object identifier, so that the player knows the control status of the current task target, which is beneficial for the player to make subsequent game decisions and improve the game efficiency.

[0090] In a specific implementation method, the game scene includes: an object generation area and a task execution area; the task route is located in the task execution area; the object generation area is: the area where the target object is located when it enters the game scene, or the area where the target object is located when it is resurrected after death in the game scene; an extension area is generated in a specified direction relative to the task progress identifier; wherein the extension area corresponds to the object generation area; in response to the presence of the target object in the object generation area, the object identifier of the target object is displayed in association with the extension area.

[0091] The object generation area and the task execution area are different areas in the game scene. The object generation area and the task execution area may be adjacent to each other or have a certain distance between them. The object generation area may include one or more areas. When the object generation area includes one area, our object and the enemy object are both located in the object generation area when they just enter the game scene or are resurrected. When the object generation area includes multiple areas, our object and the enemy object may be randomly distributed in different object generation areas. Alternatively, when the object generation area includes multiple areas, some object generation areas are areas where our object is located when it just enters the game scene or is resurrected, and other object generation areas are areas where the enemy object is located when it just enters the game scene or is resurrected.

[0092] The aforementioned task route is located in the task execution area, and the aforementioned task target is also located in the task execution area; the task execution area usually has a certain shape, such as a rectangle, a strip, a special shape, etc.; the task route also has a certain route shape, such as a straight line, a curve, a circle, etc. In one example, the task execution area is a strip-shaped area, and the task route is a straight line that matches the extension direction of the task execution area.

[0093] In order to more completely indicate the distribution of the target object relative to the task route, an extension area is generated in a specified direction relative to the task progress mark; wherein the extension area corresponds to the object generation area; the extension area matches the direction of the task generation area relative to the task execution area relative to the specified direction of the task mark; for example, if the task generation area is located to the west of the task execution area, the extension area is on the left side relative to the specified direction of the task mark.

[0094] When there is a target object in the object generation area, the object identifier of the target object is displayed in association with the extended area. For example, the object identifier is displayed in the extended area to indicate that the target object is located in the object generation area. When the target object is located in the object generation area, it can be understood that the target object does not have a task execution area, and is far away from the task route.

[0095] In this way, the object position of the target object outside the task execution area can also be indicated in the form of an object identifier, providing the player with a more complete distribution of the target objects relative to the task route.

[0096] In a specific manner, the object generation area includes: a first sub-area of ​​the friendly object, and a second sub-area corresponding to the enemy object; the first sub-area is: the area where the friendly object is located when entering the game scene, or the area where the friendly object is located when it is resurrected after death in the game scene; the second sub-area is: the area where the enemy object is located when entering the game scene, or the area where the enemy object is located when it is resurrected after death in the game scene;

[0097] A first extended area is generated in a first direction relative to the task progress mark, and a second extended area is generated in a second direction relative to the task progress mark; wherein the first extended area corresponds to the first sub-area, and the second extended area corresponds to the first sub-area.

[0098] The first sub-area and the second sub-area are different areas in the game scene; when the game scene is in a long strip shape, the first sub-area and the second sub-area are located at both ends of the long strip game scene. After the target object is generated from the corresponding sub-area, it enters the task execution area to perform related behaviors, such as controlling the task target, attacking the enemy, etc.

[0099] Specifically, the first sub-area is located at the starting point of the mission route, and the second sub-area is located at the end point of the mission route. When our object just enters the game scene or is resurrected, it is located in the first sub-area, and then starts from the first sub-area to perform mission actions along the mission route; when the enemy object just enters the game scene or is resurrected, it is located in the second sub-area, and then starts from the second sub-area to move along the mission path to prevent the mission target from moving to the end point.

[0100] Furthermore, the task progress marker is controlled to extend along the first direction to obtain a first extended area, and the task progress marker is controlled to extend along the second direction to obtain a second extended area; the scene position in the first sub-area is controlled to correspond to the area position in the first extended area, and the scene position in the second sub-area is controlled to correspond to the area position in the second extended area.

[0101] The first direction and the second direction are different directions. For example, the first direction is leftward and the second direction is rightward; or, the first direction is upward and the second direction is downward.

[0102] exist Figure 3 In the example, the task progress indicator extends to the left to obtain a first extension area, which is located at the left end of the task progress indicator; the task progress indicator extends to the right to obtain a second extension area, which is located at the right end of the indicator display area.

[0103] The first extended area forms a position correspondence relationship with the first sub-area, and each scene position in the first sub-area can uniquely determine a region position from the first extended area. The second extended area forms a position correspondence relationship with the second sub-area, and each scene position in the second sub-area can uniquely determine a region position from the second extended area.

[0104] In a specific implementation, the shape of the task progress mark corresponds to the direction of the task route. When the mark shape corresponds to the direction of the route, when the object mark is associated with the task progress mark, the player can perceive the relative position of the target object and the task route; when the direction of the task route is linear, the mark shape of the task progress mark is linear; for example, if the direction of the route is a straight line, the task progress mark is a straight line, or a long rectangle; if the direction of the route is a curve, the task progress mark is a curve.

[0105] Alternatively, when the route direction of the task route is a closed ring, the task progress mark is in the shape of a closed ring. For example, if the route direction is a circular ring, the task progress mark is in the shape of a circular ring or a circle; if the route direction is a triangular ring, the task progress mark is in the shape of a triangular ring or a triangle.

[0106] Furthermore, a mapping relationship between the identification position of the task progress identification and the task route in the game scene is determined; based on the mapping relationship and the relative position, a display position of the object identification of the target object relative to the task progress identification is determined; and the object identification of the target object is displayed at the display position.

[0107] The identification position of the task progress identification forms a mapping relationship with the task route. In the mapping relationship, each scene position in the task route can uniquely determine a regional position from the identification position of the task progress identification.

[0108] The relative position between the target object and the task route has been obtained above, and the display position of the object identifier is determined based on the relative position and the mapping relationship; the display position of the object identifier and the relative position of the task progress identifier match the relative position between the target object and the task route above.

[0109] For example, in the aforementioned mapping relationship, the first end of the task progress identifier maps to the starting point of the task route, the second end of the task progress identifier maps to the end point of the task route, and the identifier position between the first end and the second end maps to the position between the starting point and the end point of the task route. The relative position between the target object and the task route is that the target object is located at the starting point of the task route. In this case, the display position of the object identifier is the first end of the task progress identifier. In this way, the player knows the relative position of the target object and the task route through the relative position of the object identifier and the task progress identifier, that is, the distribution of the target object relative to the task route.

[0110] The above-mentioned task progress identifier includes a progress indication sub-identifier; the progress indication sub-identifier is used to: indicate the completion progress of the camp task; in response to the first trigger operation, cancel the display of the progress indication sub-identifier; based on the relative position, associate the object identifier of the target object with the task progress identifier.

[0111] In response to the first trigger instruction, the display of the progress indication sub-identifier is cancelled. Figure 3 In the example, when the first trigger instruction is generated, the progress indication sub-identifier is no longer displayed, and only the object identifier is displayed in the identifier display area or near the identifier display area. However, after the first trigger instruction is generated, the target identifier, progress node, etc. remain displayed.

[0112] The aforementioned object identifier is displayed in association with the identifier display area. Specifically, based on the relative position, the object identifier of the target object is displayed in the task progress identifier. After the display position of the object identifier is determined based on the relative position and the aforementioned mapping relationship, the object identifier can be displayed at the display position.

[0113] There is another way, based on the relative position, the object identifier of the target object is displayed along the first area edge of the task progress identifier; wherein the extension direction of the first area edge corresponds to the route direction of the task route; for example, if the route direction is from west to east, the extension direction of the first area edge is from left to right. When the task progress identifier is a rectangle, the task progress identifier includes four area edges, and the first area edge may be an area edge extending from left to right.

[0114] After the display position corresponding to the object identifier is determined based on the relative position and the aforementioned mapping relationship, a mapping position corresponding to the display position can be determined outside the task progress identifier along the edge of the first area, and the object identifier is displayed at the mapping position.

[0115] like Figure 3 In the example, the object identifier is a triangle identifier, which is displayed in the identifier display area; the object identifier can also be a character avatar, a character name, or a graphic in a circular, rectangular, or other shape of the target object. Figure 4 In the example, the object identifier is displayed outside the identifier display area, and the object identifier is displayed along a long side of the identifier display area.

[0116] In one method, the target object includes our object; our object includes: a controlled object controlled by a terminal device, and a friendly object of the controlled object; based on relative position, a first object identifier of the controlled object and a second object identifier of the friendly object are displayed in association with the task progress identifier.

[0117] The first object identifier and the second object identifier may be different identifiers. For example, the first object identifier and the second object identifier may have different identifier colors, shapes, and other formats to distinguish between controlled objects and friendly objects, so that players can know the distribution of friendly objects and controlled objects.

[0118] You can refer to Figure 4 , the black triangle is the first object identification of the controlled object, and the white triangle is the second object identification of the friendly object. Figure 4The target mark is also displayed at the same time. The relative position of the target mark and the mark display area indicates the position of the target mark relative to the task route. Figure 4 The progress node is also displayed, which corresponds to the specified position in the task route. The relative position of the progress node and the logo display area indicates the position of the specified position in the task route. Players can compare the relative positions of various target objects, task objectives, and specified positions.

[0119] In this method, only the object identifications of the controlled object and the friendly object are displayed. Players can know the relative position between themselves and the friendly objects, which is conducive to cooperation with friendly objects, for example, controlling mission objectives, or fighting with enemy objects, thereby improving the coordination of teammates and improving the efficiency of the game.

[0120] In another embodiment, the target object further includes: an enemy object within the field of view of at least part of the friendly object; and a third object identifier of the enemy object within the field of view of the friendly object is displayed in association with the task progress identifier based on the relative position.

[0121] If there is an enemy object within the field of view of our object, the enemy object is usually close to our object. In this case, the third object identifier of the enemy object is displayed. Figure 5 In the example, the third object identifier of the enemy object is closer to the object identifier of one of the friendly objects, thereby indicating that the enemy object is closer to the target object.

[0122] It should be noted that the target object may include an enemy object within the field of view of the controlled object, an enemy object within the field of view of a friendly object, or an enemy object within the field of view of all my objects at the same time.

[0123] Through the above method, players can know the positions of friendly objects as well as the positions of some enemy objects, which enriches the position information, is more conducive to players' decision-making, further improves the cooperation of teammates, and improves the efficiency of the game.

[0124] In actual implementation, the display format of the object identification corresponding to the target object is determined based on the role identity of the target object; wherein the role identity includes: a controlled object, a friendly object of the controlled object, or an enemy object of the controlled object; according to the display format, the object identification corresponding to the target object is displayed in association with the identification display area.

[0125] The display format can be the shape, color, edge thickness, etc. of the object logo, for example Figure 5 In the figure, the object identifier of the controlled object is a black triangle, the object identifier of the friendly object is a white triangle, and the object identifier of the enemy object is a white inverted triangle.

[0126] Different character identities correspond to different display formats of object identification. By displaying the character identity in the format area, players can quickly know the location of the target object of each character identity, which improves the richness of location information and improves game efficiency.

[0127] Furthermore, the target object includes multiple objects; in response to the presence of multiple object identifiers whose overlap is greater than a preset overlap threshold, the number of objects of the target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers. The preset overlap threshold can be preset, for example, 80% overlap, 90% overlap, etc. The overlap can be calculated based on the blocked area of ​​the blocked object identifiers among the multiple object identifiers, for example, the ratio of the blocked area to the total area of ​​the object identifiers is determined as the overlap.

[0128] When the overlap of multiple object identifiers is high, the player may not be able to find the number of overlapping object identifiers. Therefore, the number of objects corresponding to multiple object identifiers is displayed. Figure 5 ,After the object identifiers of two friendly objects overlap, the number of objects corresponding to multiple object identifiers displayed on the unobstructed object identifier is 2.

[0129] The object quantity may be displayed on an unobstructed object identifier, or may be displayed outside the object identifier, for example, the object quantity may be displayed on the top, left side, etc. of the object identifier.

[0130] In another embodiment, in response to the presence of multiple object identifiers having a degree of overlap greater than a preset degree of overlap threshold, and the target objects corresponding to the multiple object identifiers are all friendly objects or all enemy objects, the number of target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers.

[0131] In this method, considering that the display format of the object identifiers corresponding to the target objects of the same game camp is the same, when the object identifiers corresponding to the target objects of the same game camp overlap, it is difficult for players to distinguish the number of overlapping object identifiers; based on this, when the target objects corresponding to multiple object identifiers belong to the same game camp, for example, all are our objects or all are enemy objects, the number of objects is displayed; Figure 5 In the example, the two overlapping object identifiers are the object identifiers of our objects, and the object quantity 2 is displayed on the overlapping object identifiers.

[0132] Since the display formats of the object identifiers corresponding to the target objects of different game camps are different, when the object identifiers corresponding to the target objects of different game camps overlap, players can also distinguish the number of overlapping object identifiers based on the display format. Therefore, when the degree of overlap between the object identifiers corresponding to the target objects of different game camps is greater than the preset overlap threshold, the number of objects will not be displayed in this manner.

[0133] In a specific implementation method, based on the mapping relationship between the identification position of the task progress identification and the task route in the game scene, the target identification position corresponding to the object identification is determined along the first dimension of the identification display area; and the object identification is displayed in association with the target identification position.

[0134] The task progress mark is usually a two-dimensional plane area, including two dimensions, and the two dimensions are perpendicular to each other in the plane corresponding to the task progress mark. The first dimension mentioned above is one of the dimensions; the first dimension can be a horizontal dimension, a vertical dimension or other directional dimension.

[0135] It should be noted that the game scene is usually a three-dimensional space with a certain area. In addition to the height dimension of the scene, the scene plane of the game scene also includes two dimensions, which can correspond to the two dimensions of the aforementioned task progress identifier.

[0136] The aforementioned object identifier can be an object identifier determined based on a dimension in the scene plane of the game scene. Through the mapping relationship between the identification position of the task progress identifier and the task route in the game scene, the object identifier can uniquely determine the target area position along the first dimension of the task progress identifier.

[0137] For example, the scene plane is a long and narrow plane area, and the display position of the object identifier is determined along the length dimension of the plane area. Specifically, a point in the length direction of the plane area can be used as the coordinate origin to generate the first dimension coordinate axis corresponding to the length direction, and obtain the coordinates of the object identifier on the first dimension coordinate axis.

[0138] The above-mentioned first dimension can be the dimension of the length direction of the task progress marker. Specifically, a point in the length direction of the task progress marker can be used as the coordinate origin to generate the second dimension coordinate axis corresponding to the length direction, and determine the coordinates corresponding to the above-mentioned object marker on the second dimension coordinate axis, which is the target marker position.

[0139] Specifically, the mapping relationship between the identification position of the above-mentioned task progress identification and the task route in the game scene includes: the correspondence between the dimensional coordinates along the first dimension in the task progress identification and the scene position in the task route; determining the first coordinate on the first dimension corresponding to the scene position, and determining the area position corresponding to the first coordinate as the target identification position.

[0140] refer to Figure 5 In the example, the first dimension is the horizontal direction, the object identifiers are distributed in the horizontal direction, and the position of the target object in the game scene is indicated according to the relative position of the object identifier and the task progress identifier in the horizontal direction.

[0141] As an example, Figure 6The dimensional direction of the first dimension and the dimensional direction of the second dimension are shown, and the first dimension and the second dimension are perpendicular to each other. In the first dimension, the first object identifier of the controlled object is located to the left of the second object identifier of the friendly object, so in the game scene, the controlled object is closer to the first sub-area than the friendly object.

[0142] The scene plane of the game scene includes two dimensions, wherein the dimensional direction in which the first sub-area points to the second sub-area corresponds to the above-mentioned first dimension; therefore, the positions of each area on the first dimension can uniquely correspond to the scene position in the dimensional direction in which the first sub-area points to the second sub-area.

[0143] In another implementation, the first coordinate corresponds to a plurality of area positions; the second dimension coordinates on the second dimension corresponding to the plurality of area positions are different; wherein the second dimension is different from the first dimension; the first dimension and the second dimension here are two dimensions on the display position of the identifier, and the first dimension and the second dimension are usually perpendicular to each other. In this method, the object identifier can move not only on the first dimension, but also on the second dimension, and the position of the object identifier on the second dimension is used to indicate the character height of the target object in the game scene.

[0144] Specifically, based on the relative position, a first position is determined along the indicated direction of the task progress marker; based on the height of the target object in the game scene, a second position is determined along the vertical direction of the indicated direction of the task progress marker; based on the first position and the second position, a final display position of the object marker of the target object is determined, and the object marker of the target object is displayed at the final display position.

[0145] The specified direction can be the dimensional direction from the first sub-area to the second sub-area, or the direction from the first end of the task progress indicator to the second end. After the first position is determined along the specified direction, the second position is determined along the vertical direction based on the height of the target object in the vertical direction of the indicated direction; wherein the first position can generate a straight line along the vertical direction, and the second position can generate another straight line along the specified direction, and the intersection of the two straight lines is the final display position of the object indicator. Reference Figure 6 , the first dimension is the dimensional direction corresponding to the above-mentioned specified direction, and the second dimension is the dimensional direction corresponding to the vertical direction of the specified direction.

[0146] You can refer to Figure 7 , the second object identifier of friendly object 1 is higher than other object identifiers in the vertical direction. Other object identifiers are adjacent to the edge of the area of ​​the task progress identifier, while the second object identifier of friendly object 1 has a certain distance from the task progress identifier. It can be understood that friendly object 1 is at a higher height in the game scene.

[0147] Further, in response to a designated game event occurring at a target character corresponding to the object identifier, an event identifier of the designated game event is displayed in association with the object identifier; or, in response to a designated game event occurring at a target character corresponding to the object identifier, the object identifier is displayed in a designated display format; wherein the designated display format is related to the designated game event.

[0148] The designated game event may include the target object's health value being lower than a preset threshold, the target object successfully killing an enemy, the target object obtaining designated game resources, etc. When the designated game event occurs to the target object, the event identifier of the designated game event may be associated with the object identifier and displayed; usually, different designated game events correspond to different event identifiers, and the event identifier may also be associated with a detailed description of the designated game event. The event identifier may be automatically canceled after being displayed for a specified period of time, such as 10 seconds.

[0149] When a designated game event occurs to the target object, the object identifier can also be displayed in a designated display format, which can be flashing, highlighting, a designated color, etc. Different designated game events correspond to different designated display formats. When the object identifier is displayed in a designated display format, a detailed description of the designated game event can also be displayed. The designated display format can be automatically canceled after being displayed for a designated period of time, such as 10 seconds, and the object identifier returns to the default display format.

[0150] In the above method, the object identifier can indicate the specified game event that occurs in the target object, provide the player with information about the event that occurs in the target object, assist the player in making subsequent game decisions, and improve the game efficiency.

[0151] In other ways, the object identifier may also perform an interactive operation. Specifically, in response to a first trigger operation on the object identifier, the object information of the target object corresponding to the object identifier is displayed.

[0152] For example, the first trigger operation may be a click operation, a long press operation, a double click operation, etc. on the object identifier, and the object information may include a character portrait, name, level, attribute value, current character status, etc. After the first trigger operation is executed, an information window may be generated at a specified position of the object identifier, and the object information may be displayed in the information window.

[0153] In response to a second trigger operation on the object identifier, a scene picture from a perspective of a target object corresponding to the object identifier is displayed.

[0154] For example, the second trigger operation may be a click operation, a long press operation, a double click operation, etc. on the object identifier. After the second trigger operation is executed, the scene picture shot by the virtual camera corresponding to the target object corresponding to the object identifier may be obtained; then, a window is generated at the designated position of the object identifier, and the scene picture is displayed in the window, or the scene picture shot by the virtual camera of the controlled object is switched to the scene picture shot by the virtual camera corresponding to the target object.

[0155] In this way, by triggering the object identifier, the player can be provided with the character information of the target object corresponding to the object identifier or the character's field of view, providing the player with richer information, assisting the player in making subsequent game decisions, and improving game efficiency.

[0156] Corresponding to the above method embodiment, see Figure 8 A schematic diagram of an interactive control device for a game is shown, which provides a graphical user interface through a terminal device; the device includes:

[0157] A game start module 80 is used to control the friendly object and the enemy object to enter the game scene corresponding to the game in response to the start of the game, wherein the game includes a camp task set for the friendly object, wherein the camp task requires the friendly object to perform a task action based on a specified task route;

[0158] A progress indicator display module 82 is used to display a task progress indicator in the graphical user interface for indicating the completion progress of the camp task, wherein the direction indicated by the task progress indicator in the graphical user interface corresponds to the route direction of the task route in the game scene;

[0159] A position acquisition module 84 is used to acquire the relative position between the target object and the task route in the game scene, wherein the target object is at least part of the friendly object and / or at least part of the enemy object;

[0160] The object identification display module 86 is used to display the object identification of the target object in association with the task progress identification based on the relative position, so as to indicate the position distribution of the target object relative to the task route.

[0161] The interactive control device of the above-mentioned game provides a graphical user interface through a terminal device; in response to the start of a game match, controls the friendly object and the enemy object to enter a game scene corresponding to the game match, wherein the game match includes a camp task set for the friendly object, wherein the camp task requires the friendly object to perform a task action based on a specified task route; displays a task progress indicator for indicating the completion progress of the camp task in the graphical user interface, wherein the indication direction of the task progress indicator in the graphical user interface corresponds to the route direction of the task route in the game scene; in the game scene, obtains the relative position between the target object and the task route, wherein the target object is at least part of the friendly object and / or at least part of the enemy object; based on the relative position, displays the object identifier of the target object in association with the task progress indicator to indicate the position distribution of the target object relative to the task route.

[0162] In this method, the object identifier corresponding to the target object is displayed by associating the task progress identifier, thereby indicating the position distribution of the target object relative to the task route; players can accurately know the distribution of the target object relative to the task route without a minimap, which is conducive to team decision-making, improves the coordination between teammates, and enhances the gaming experience.

[0163] The above-mentioned game scene includes a task target; the task action includes: controlling the movement of the task target; the above-mentioned device also includes a progress determination module, which is used to: determine the completion progress of the camp task based on the relative position of the task target and the task route in response to the movement of the task target in the game scene.

[0164] The above-mentioned progress determination module is used to: in response to our object controlling the mission target to move along the first direction of the mission route, the completion progress of the control camp mission is increased; and / or, in response to the enemy object controlling the mission target to move along the second direction of the mission route, the completion progress of the control camp mission is reduced; wherein the second direction and the first direction are different directions of the mission route.

[0165] The above-mentioned device also includes a target identification display module, which is used to: display the target identification of the task target in association with the task progress identification to indicate the relative position of the task target with respect to the task route, and / or indicate the completion progress of the camp task.

[0166] The above-mentioned target identification display module is used to: determine the relative position of the task target and the task route; based on the relative position, determine the identification display position of the target identification of the task target relative to the task progress identification; display the target identification at the identification display position; wherein the first end of the task progress identification corresponds to the starting point of the task route, and the second end of the task progress identification corresponds to the end point of the task route.

[0167] The above-mentioned target identification display module is used to: determine the identification display position of the target identification of the task target relative to the task progress identification based on the completion progress of the camp task; display the target identification at the identification display position; wherein the completion progress corresponding to the first end of the task progress identification is the initial progress value, and the completion progress corresponding to the second end of the task progress identification is the final progress value.

[0168] The above-mentioned device also includes a first identification display module, which is used to: determine the number of our objects that control the task target to move in the first direction; and associate the target identification with the object identification that matches the number of objects.

[0169] The game scene includes: an object generation area and a task execution area; the task route is located in the task execution area; the object generation area is: the area where the target object is located when entering the game scene, or the area where the target object is located when it is resurrected after death in the game scene; the device also includes a delay area control module,

[0170] The above-mentioned device also includes a second identification display module, which is used to: generate an extension area in a specified direction relative to the task progress identification; wherein the extension area corresponds to the object generation area; in response to the existence of a target object in the object generation area, the object identification of the target object is displayed in association with the extension area.

[0171] The above-mentioned object generation area includes: a first sub-area for our object, and a second sub-area corresponding to the enemy object; the first sub-area is: the area where our object is located when it enters the game scene, or the area where our object is located when it dies and is resurrected in the game scene; the second sub-area is: the area where the enemy object is located when it enters the game scene, or the area where the enemy object is located when it dies and is resurrected in the game scene; the above-mentioned second identification display module is used to: generate a first extended area in a first direction relative to the task progress identification, and generate a second extended area in a second direction relative to the task progress identification; wherein the first extended area corresponds to the first sub-area, and the second extended area corresponds to the first sub-area.

[0172] The first sub-area is located at the starting point of the mission route, and the second sub-area is located at the ending point of the mission route.

[0173] The shape of the task progress mark corresponds to the direction of the task route.

[0174] When the route direction of the task route is linear, the identification shape of the task progress mark is linear; or, when the route direction of the task route is a closed loop, the identification shape of the task progress mark is a closed loop.

[0175] The above-mentioned position acquisition module is used to: determine the mapping relationship between the identification position of the task progress identifier and the task route in the game scene; based on the mapping relationship and relative position, determine the display position of the object identifier of the target object relative to the task progress identifier; and display the object identifier of the target object at the display position.

[0176] The above-mentioned task progress identifier includes a progress indication sub-identifier; the progress indication sub-identifier is used to: indicate the completion progress of the camp task; the above-mentioned object identifier display module is used to: cancel the display of the progress indication sub-identifier in response to the first trigger operation; based on the relative position, associate the object identifier of the target object with the task progress identifier.

[0177] The above-mentioned object identification display module is used to: display the object identification of the target object in the task progress identification based on the relative position; or, based on the relative position, display the object identification of the target object along the edge of the first area of ​​the task progress identification; wherein the extension direction of the edge of the first area corresponds to the line direction of the task route.

[0178] The above-mentioned target object includes our object; our object includes: a controlled object controlled by a terminal device, and a friendly object of the controlled object; the above-mentioned object identification display module is used to: based on relative position, display the first object identification of the controlled object and the second object identification of the friendly object in association with the task progress identification.

[0179] The target object also includes: an enemy object within the field of view of at least part of our object; the object identification display module is used to: based on the relative position, display the third object identification of the enemy object within the field of view of our object in association with the task progress identification.

[0180] The target object includes multiple objects; the device also includes a first quantity display module, which is used to: in response to the existence of multiple object identifiers whose overlap is greater than a preset overlap threshold, display the object quantity of the target objects corresponding to the multiple object identifiers in association with the multiple object identifiers.

[0181] The above-mentioned target objects include multiple ones; the above-mentioned device also includes a second quantity display module, which is used to: in response to the existence of multiple object identifiers whose overlap is greater than a preset overlap threshold, and the target objects corresponding to the multiple object identifiers are all friendly objects or all enemy objects, display the object quantity of the target objects corresponding to the multiple object identifiers in association with the multiple object identifiers.

[0182] The above-mentioned device also includes a third identification display module, which is used to: determine the first position along the indicated direction of the task progress identification based on the relative position; determine the second position along the vertical direction of the indicated direction of the task progress identification based on the height of the target object in the game scene; determine the final display position of the object identification of the target object based on the first position and the second position, and display the object identification of the target object at the final display position.

[0183] The above-mentioned device also includes an event identification display module, which is used to: in response to a specified game event occurring at a target character corresponding to the object identification, display the event identification of the specified game event in association with the object identification; or, in response to a specified game event occurring at a target character corresponding to the object identification, display the object identification in a specified display format; wherein the specified display format is related to the specified game event.

[0184] The above-mentioned device also includes an information display module, which is used to: respond to the first trigger operation on the object identifier and display the object information of the target object corresponding to the object identifier.

[0185] The above-mentioned device also includes a screen display module, which is used to: respond to the second trigger operation on the object identifier and display the scene screen of the game scene from the perspective of the target object corresponding to the object identifier.

[0186] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the above game. The electronic device can be a server or a terminal device.

[0187] See also Fig. 9 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the interactive control method of the above-mentioned game.

[0188] Further, Fig. 9 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0189] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig. 9 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0190] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0191] The processor in the above electronic device can implement the following operations in the above game interactive control method by executing computer executable instructions:

[0192] A method for interactively controlling a game, providing a graphical user interface through a terminal device, responding to the start of a game match, controlling a friendly object and an enemy object to enter a game scene corresponding to the game match, wherein the game match includes a camp task set for the friendly object, wherein the camp task requires the friendly object to perform a task action based on a specified task route; displaying a task progress mark indicating the completion progress of the camp task in the graphical user interface, wherein the indication direction of the task progress mark in the graphical user interface corresponds to the route direction of the task route in the game scene; in the game scene, obtaining the relative position between a target object and the task route, wherein the target object is at least part of the friendly object and / or at least part of the enemy object; based on the relative position, displaying the object mark of the target object in association with the task progress mark to indicate the position distribution of the target object relative to the task route.

[0193] The game scene includes a mission objective; the mission action includes: controlling the movement of the mission objective; in response to the movement of the mission objective in the game scene, determining the completion progress of the camp mission based on the relative position of the mission objective and the mission route.

[0194] In response to our object controlling the mission target to move along the first direction of the mission route, the completion progress of the control camp mission increases; and / or, in response to the enemy object controlling the mission target to move along the second direction of the mission route, the completion progress of the control camp mission decreases; wherein the second direction and the first direction are different directions of the mission route.

[0195] The target indicator of the task target is displayed in association with the task progress indicator to indicate the relative position of the task target with respect to the task route, and / or to indicate the completion progress of the faction task.

[0196] Determine the relative position of the task target and the task route; based on the relative position, determine the target logo of the task target relative to the task progress logo display position; display the target logo at the logo display position; wherein the first end of the task progress logo corresponds to the starting point of the task route, and the second end of the task progress logo corresponds to the end point of the task route.

[0197] Based on the completion progress of the camp task, determine the logo display position of the target logo of the task target relative to the task progress logo; display the target logo at the logo display position; wherein the completion progress corresponding to the first end of the task progress logo is the initial progress value, and the completion progress corresponding to the second end of the task progress logo is the final progress value.

[0198] Determine the object quantity of the friendly object that controls the task target to move in the first direction; and associate the object identification with the target identification to display the object identification that matches the object quantity.

[0199] The game scene includes: an object generation area and a task execution area; the task route is located in the task execution area; the object generation area is: the area where the target object is located when entering the game scene, or the area where the target object is located when it is resurrected after death in the game scene; an extension area is generated in a specified direction relative to the task progress identifier; wherein the extension area corresponds to the object generation area; in response to the existence of the target object in the object generation area, the object identifier of the target object is displayed in association with the extension area.

[0200] The object generation area includes: a first sub-area for our object, and a second sub-area corresponding to the enemy object; the first sub-area is: the area where our object is located when it enters the game scene, or the area where our object is located when it is resurrected after death in the game scene; the second sub-area is: the area where the enemy object is located when it enters the game scene, or the area where the enemy object is resurrected after death in the game scene; a first extended area is generated in a first direction relative to the task progress marker, and a second extended area is generated in a second direction relative to the task progress marker; wherein the first extended area corresponds to the first sub-area, and the second extended area corresponds to the first sub-area.

[0201] The first sub-area is located at the starting point of the mission route, and the second sub-area is located at the ending point of the mission route.

[0202] The shape of the task progress indicator corresponds to the direction of the task route.

[0203] When the route direction of the task route is linear, the identification shape of the task progress mark is linear; or, when the route direction of the task route is a closed ring, the identification shape of the task progress mark is a closed ring.

[0204] Determine the mapping relationship between the identification position of the task progress identification and the task route in the game scene; based on the mapping relationship and the relative position, determine the display position of the object identification of the target object relative to the task progress identification; and display the object identification of the target object at the display position.

[0205] The task progress identifier includes a progress indication sub-identifier; the progress indication sub-identifier is used to: indicate the completion progress of the camp task; in response to the first trigger operation, cancel the display of the progress indication sub-identifier; based on the relative position, associate the object identifier of the target object with the task progress identifier.

[0206] Based on the relative position, the object identifier of the target object is displayed in the task progress identifier; or, based on the relative position, the object identifier of the target object is displayed along the edge of the first area of ​​the task progress identifier; wherein the extension direction of the edge of the first area corresponds to the line direction of the task route.

[0207] The target object includes our object; our object includes: a controlled object controlled by a terminal device, and a friendly object of the controlled object; based on the relative position, a first object identifier of the controlled object and a second object identifier of the friendly object are displayed in association with the task progress identifier.

[0208] The target object also includes: an enemy object within the field of view of at least part of the friendly object; and a third object identifier of the enemy object within the field of view of the friendly object is displayed in association with the task progress identifier based on the relative position.

[0209] The target object includes multiple objects; in response to the existence of multiple object identifiers whose overlap is greater than a preset overlap threshold, the number of target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers.

[0210] The target objects include multiple ones; in response to the existence of multiple object identifiers whose overlap is greater than a preset overlap threshold, and the target objects corresponding to the multiple object identifiers are all friendly objects or all enemy objects, the number of target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers.

[0211] Based on the relative position, a first position is determined along the indicated direction of the task progress identifier; based on the height of the target object in the game scene, a second position is determined along the vertical direction of the indicated direction of the task progress identifier; based on the first position and the second position, a final display position of the object identifier of the target object is determined, and the object identifier of the target object is displayed at the final display position.

[0212] In response to a designated game event occurring at a target character corresponding to the object identifier, an event identifier of the designated game event is displayed in association with the object identifier; or, in response to a designated game event occurring at a target character corresponding to the object identifier, the object identifier is displayed in a designated display format; wherein the designated display format is related to the designated game event.

[0213] In response to a first trigger operation on the object identifier, object information of a target object corresponding to the object identifier is displayed.

[0214] In response to the second trigger operation on the object identifier, a scene picture of the game scene from the perspective of the target object corresponding to the object identifier is displayed.

[0215] In this method, the object identifier corresponding to the target object is displayed by associating the task progress identifier, thereby indicating the position distribution of the target object relative to the task route; players can accurately know the distribution of the target object relative to the task route without a minimap, which is conducive to team decision-making, improves the coordination between teammates, and enhances the gaming experience.

[0216] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above game.

[0217] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the interactive control method of the game by executing the computer executable instructions:

[0218] A method for interactively controlling a game, providing a graphical user interface through a terminal device, responding to the start of a game match, controlling a friendly object and an enemy object to enter a game scene corresponding to the game match, wherein the game match includes a camp task set for the friendly object, wherein the camp task requires the friendly object to perform a task action based on a specified task route; displaying a task progress mark indicating the completion progress of the camp task in the graphical user interface, wherein the indication direction of the task progress mark in the graphical user interface corresponds to the route direction of the task route in the game scene; in the game scene, obtaining the relative position between a target object and the task route, wherein the target object is at least part of the friendly object and / or at least part of the enemy object; based on the relative position, displaying the object mark of the target object in association with the task progress mark to indicate the position distribution of the target object relative to the task route.

[0219] The game scene includes a mission objective; the mission action includes: controlling the movement of the mission objective; in response to the movement of the mission objective in the game scene, determining the completion progress of the camp mission based on the relative position of the mission objective and the mission route.

[0220] In response to our object controlling the mission target to move along the first direction of the mission route, the completion progress of the control camp mission increases; and / or, in response to the enemy object controlling the mission target to move along the second direction of the mission route, the completion progress of the control camp mission decreases; wherein the second direction and the first direction are different directions of the mission route.

[0221] The target indicator of the task target is displayed in association with the task progress indicator to indicate the relative position of the task target with respect to the task route, and / or to indicate the completion progress of the faction task.

[0222] Determine the relative position of the task target and the task route; based on the relative position, determine the target logo of the task target relative to the task progress logo display position; display the target logo at the logo display position; wherein the first end of the task progress logo corresponds to the starting point of the task route, and the second end of the task progress logo corresponds to the end point of the task route.

[0223] Based on the completion progress of the camp task, determine the logo display position of the target logo of the task target relative to the task progress logo; display the target logo at the logo display position; wherein the completion progress corresponding to the first end of the task progress logo is the initial progress value, and the completion progress corresponding to the second end of the task progress logo is the final progress value.

[0224] Determine the number of friendly objects that control the mission target to move in a first direction; and display object identifiers that match the number of objects in association with the target identifiers.

[0225] The game scene includes: an object generation area and a task execution area; the task route is located in the task execution area; the object generation area is: the area where the target object is located when entering the game scene, or the area where the target object is located when it is resurrected after death in the game scene; an extension area is generated in a specified direction relative to the task progress identifier; wherein the extension area corresponds to the object generation area; in response to the existence of the target object in the object generation area, the object identifier of the target object is displayed in association with the extension area.

[0226] The object generation area includes: a first sub-area for our object, and a second sub-area corresponding to the enemy object; the first sub-area is: the area where our object is located when it enters the game scene, or the area where our object is located when it is resurrected after death in the game scene; the second sub-area is: the area where the enemy object is located when it enters the game scene, or the area where the enemy object is resurrected after death in the game scene; a first extended area is generated in a first direction relative to the task progress marker, and a second extended area is generated in a second direction relative to the task progress marker; wherein the first extended area corresponds to the first sub-area, and the second extended area corresponds to the first sub-area.

[0227] The first sub-area is located at the starting point of the mission route, and the second sub-area is located at the ending point of the mission route.

[0228] The shape of the task progress indicator corresponds to the direction of the task route.

[0229] When the route direction of the task route is linear, the identification shape of the task progress mark is linear; or, when the route direction of the task route is a closed ring, the identification shape of the task progress mark is a closed ring.

[0230] Determine the mapping relationship between the identification position of the task progress identification and the task route in the game scene; based on the mapping relationship and the relative position, determine the display position of the object identification of the target object relative to the task progress identification; and display the object identification of the target object at the display position.

[0231] The task progress identifier includes a progress indication sub-identifier; the progress indication sub-identifier is used to: indicate the completion progress of the camp task; in response to the first trigger operation, cancel the display of the progress indication sub-identifier; based on the relative position, associate the object identifier of the target object with the task progress identifier.

[0232] Based on the relative position, the object identifier of the target object is displayed in the task progress identifier; or, based on the relative position, the object identifier of the target object is displayed along the edge of the first area of ​​the task progress identifier; wherein the extension direction of the edge of the first area corresponds to the line direction of the task route.

[0233] The target object includes our object; our object includes: a controlled object controlled by a terminal device, and a friendly object of the controlled object; based on the relative position, a first object identifier of the controlled object and a second object identifier of the friendly object are displayed in association with the task progress identifier.

[0234] The target object also includes: an enemy object within the field of view of at least part of the friendly object; and a third object identifier of the enemy object within the field of view of the friendly object is displayed in association with the task progress identifier based on the relative position.

[0235] The target object includes multiple objects; in response to the existence of multiple object identifiers whose overlap is greater than a preset overlap threshold, the number of target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers.

[0236] The target objects include multiple ones; in response to the existence of multiple object identifiers whose overlap is greater than a preset overlap threshold, and the target objects corresponding to the multiple object identifiers are all friendly objects or all enemy objects, the number of target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers.

[0237] Based on the relative position, a first position is determined along the indicated direction of the task progress identifier; based on the height of the target object in the game scene, a second position is determined along the vertical direction of the indicated direction of the task progress identifier; based on the first position and the second position, a final display position of the object identifier of the target object is determined, and the object identifier of the target object is displayed at the final display position.

[0238] In response to a designated game event occurring at a target character corresponding to the object identifier, an event identifier of the designated game event is displayed in association with the object identifier; or, in response to a designated game event occurring at a target character corresponding to the object identifier, the object identifier is displayed in a designated display format; wherein the designated display format is related to the designated game event.

[0239] In response to a first trigger operation on the object identifier, object information of a target object corresponding to the object identifier is displayed.

[0240] In response to the second trigger operation on the object identifier, a scene picture of the game scene from the perspective of the target object corresponding to the object identifier is displayed.

[0241] In this method, the object identifier corresponding to the target object is displayed by associating the task progress identifier, thereby indicating the position distribution of the target object relative to the task route; players can accurately know the distribution of the target object relative to the task route without a minimap, which is conducive to team decision-making, improves the coordination between teammates, and enhances the gaming experience.

[0242] The computer program product of the interactive game control method, device and electronic device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0243] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0244] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0245] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0246] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0247] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A method for interactive control of a game, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: In response to the start of the game match, controlling the friendly object and the enemy object to enter a game scene corresponding to the game match, wherein the game match includes a camp task set for the friendly object, wherein the camp task requires the friendly object to perform a task action based on a specified task route; Displaying a task progress indicator in the graphical user interface for indicating the completion progress of the faction task, wherein the indication direction of the task progress indicator in the graphical user interface corresponds to the route direction of the task route in the game scene; In the game scene, a relative position between a target object and the task route is obtained, wherein the target object is at least part of a friendly object and / or at least part of an enemy object; Based on the relative position, the object identifier of the target object is displayed in association with the task progress identifier to indicate the position distribution of the target object relative to the task route.

2. The method according to claim 1, characterized in that The game scene includes a task objective; The task action includes: controlling the movement of the task target; the method also includes: In response to the mission target moving in the game scene, the completion progress of the camp mission is determined based on the relative position of the mission target and the mission route.

3. The method according to claim 2, characterized in that In response to the mission target moving in the game scene, the step of determining the completion progress of the camp mission based on the relative position of the mission target and the mission route includes: In response to the friendly object controlling the mission target to move along the first direction of the mission route, controlling the completion progress of the camp mission to increase; And / or, in response to the enemy object controlling the mission target to move along the second direction of the mission route, the completion progress of the camp mission is controlled to decrease; wherein the second direction and the first direction are different directions of the mission route.

4. The method according to claim 2, characterized in that: After the step of determining the completion progress of the camp task based on the relative position of the task target and the task route in response to the task target moving in the game scene, the method further includes: The target identifier of the task target is displayed in association with the task progress identifier to indicate the relative position of the task target with respect to the task route and / or to indicate the completion progress of the camp task.

5. The method according to claim 4, characterized in that The step of displaying the target identifier of the task target in association with the task progress identifier includes: Determining the relative position of the mission target and the mission route; Based on the relative position, determining a display position of the target identifier of the task target relative to the task progress identifier; The target logo is displayed at the logo display position; wherein the first end of the task progress logo corresponds to the starting point of the task route, and the second end of the task progress logo corresponds to the end point of the task route.

6. The method according to claim 4, characterized in that The step of displaying the target identifier of the task target in association with the task progress identifier includes: Based on the completion progress of the camp task, determining the display position of the target identifier of the task target relative to the task progress identifier; The target logo is displayed at the logo display position; wherein the completion progress corresponding to the first end of the task progress logo is the initial progress value, and the completion progress corresponding to the second end of the task progress logo is the final progress value.

7. The method according to claim 4, characterized in that After the step of associating the task progress indicator with the target indicator of the task target, the method further includes: Determine the number of friendly objects that control the mission target to move in the first direction; An object identifier matching the object quantity is displayed in association with the target identifier.

8. The method according to claim 1, characterized in that The game scene includes: an object generation area and a task execution area; the task route is located in the task execution area; the object generation area is: the area where the target object is located when entering the game scene, or the area where the target object is located when it is resurrected after death in the game scene; After the step of displaying a task progress indicator for indicating the completion progress of the faction task in the graphical user interface, the method further includes: generating an extension area in a specified direction relative to the task progress indicator; wherein the extension area corresponds to the object generation area; In response to the target object existing in the object generation area, an object identifier of the target object is displayed in association with the extended area.

9. The method according to claim 8, characterized in that The object generation area includes: a first sub-area of ​​the friendly object, and a second sub-area corresponding to the enemy object; the first sub-area is: the area where the friendly object is located when entering the game scene, or the area where the friendly object is located when it is resurrected after death in the game scene; the second sub-area is: the area where the enemy object is located when entering the game scene, or the area where the enemy object is located when it is resurrected after death in the game scene; The step of generating an extended area in a specified direction relative to the task progress indicator comprises: A first extended area is generated in a first direction relative to the task progress marker, and a second extended area is generated in a second direction relative to the task progress marker; wherein the first extended area corresponds to the first sub-area, and the second extended area corresponds to the first sub-area.

10. The method according to claim 9, characterized in that The first sub-area is located at the starting point of the task route, and the second sub-area is located at the ending point of the task route.

11. The method according to claim 1, characterized in that: The shape of the task progress mark corresponds to the route direction of the task route.

12. The method according to claim 11, characterized in that When the route direction of the task route is linear, the mark shape of the task progress mark is linear; Alternatively, when the route direction of the task route is a closed ring, the mark shape of the task progress mark is a closed ring.

13. The method according to claim 1, characterized in that The step of displaying the object identifier of the target object in association with the task progress identifier based on the relative position includes: Determine a mapping relationship between the identification position of the task progress identification and the task route in the game scene; Based on the mapping relationship and the relative position, determining a display position of the object identifier of the target object relative to the task progress identifier; The object identification of the target object is displayed at the display position.

14. The method according to claim 1, characterized in that The task progress identifier includes a progress indication sub-identifier; the progress indication sub-identifier is used to indicate the completion progress of the camp task; the step of displaying the object identifier of the target object in association with the task progress identifier based on the relative position includes: In response to the first trigger operation, canceling display of the progress indication sub-identity; Based on the relative position, the object identifier of the target object is displayed in association with the task progress identifier.

15. The method according to claim 1, characterized in that The step of displaying the object identifier of the target object in association with the task progress identifier based on the relative position includes: Based on the relative position, displaying the object identifier of the target object in the task progress identifier; Alternatively, based on the relative position, the object identifier of the target object is displayed along the edge of the first area of ​​the task progress identifier; wherein the extension direction of the edge of the first area corresponds to the line direction of the task route.

16. The method according to claim 1, characterized in that The target object includes a friendly object; the friendly object includes: a controlled object controlled by the terminal device, and a friendly object of the controlled object; the step of displaying the object identifier of the target object in association with the task progress identifier based on the relative position includes: Based on the relative position, the first object identifier of the controlled object and the second object identifier of the friendly object are displayed in association with the task progress identifier.

17. The method according to claim 16, characterized in that The target object also includes: an enemy object within the field of view of at least part of the friendly object; The step of displaying the object identifier of the target object in association with the task progress identifier based on the relative position comprises: Based on the relative position, a third object identifier of the enemy object within the field of view of the friendly object is displayed in association with the task progress identifier.

18. The method according to claim 1, characterized in that The target object includes a plurality of objects; after the step of displaying the object identifier of the target object in association with the task progress identifier based on the relative position, the method further includes: In response to the presence of a plurality of object identifiers having a degree of overlap greater than a preset degree of overlap threshold, the object quantities of the target objects corresponding to the plurality of object identifiers are displayed in association with the plurality of object identifiers.

19. The method according to claim 1, characterized in that The target object includes a plurality of objects; after the step of displaying the object identifier of the target object in association with the task progress identifier based on the relative position, the method further includes: In response to the presence of multiple object identifiers having a degree of overlap greater than a preset degree of overlap threshold, and the target objects corresponding to the multiple object identifiers are all friendly objects or all enemy objects, the number of target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers.

20. The method according to claim 1, characterized in that The step of displaying the object identifier of the target object in association with the task progress identifier based on the relative position includes: Based on the relative position, determining a first position along the direction indicated by the task progress indicator; Based on the height of the target object in the game scene, determine a second position along a vertical direction of the direction indicated by the task progress mark; A final display position of the object identifier of the target object is determined based on the first position and the second position, and the object identifier of the target object is displayed at the final display position.

21. The method according to claim 1, characterized in that Based on the relative position, after the step of displaying the object identifier of the target object in association with the task progress identifier, the method further includes: In response to a designated game event occurring in a target character corresponding to the object identifier, an event identifier of the designated game event is displayed in association with the object identifier; Alternatively, in response to a designated game event occurring to a target character corresponding to the object identifier, the object identifier is displayed in a designated display format; wherein the designated display format is related to the designated game event.

22. The method according to claim 1, characterized in that Based on the relative position, after the step of displaying the object identifier of the target object in association with the task progress identifier, the method further includes: In response to a first trigger operation on the object identifier, object information of a target object corresponding to the object identifier is displayed.

23. The method according to claim 1, characterized in that Based on the relative position, after the step of displaying the object identifier of the target object in association with the task progress identifier, the method further includes: In response to a second trigger operation on the object identifier, a scene picture of the game scene from the perspective of the target object corresponding to the object identifier is displayed.

24. An interactive control device for a game, characterized in that: Providing a graphical user interface through a terminal device; the device comprises: A game start module, for controlling the friendly object and the enemy object to enter a game scene corresponding to the game game in response to the start of the game game, wherein the game game includes a camp task set for the friendly object, wherein the camp task requires the friendly object to perform a task action based on a specified task route; A progress indicator display module, used to display a task progress indicator for indicating the completion progress of the camp task in the graphical user interface, wherein the indication direction of the task progress indicator in the graphical user interface corresponds to the route direction of the task route in the game scene; A position acquisition module, used for acquiring the relative position between a target object and the task route in the game scene, wherein the target object is at least part of a friendly object and / or at least part of an enemy object; The object identification display module is used to display the object identification of the target object in association with the task progress identification based on the relative position, so as to indicate the position distribution of the target object relative to the task route.

25. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the game described in any one of claims 1-23.

26. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the game described in any one of claims 1-23.

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