Interactive control method, device and electronic equipment for a game
By displaying task progress indicators and object icons in the game interface, the problem of large errors in judging teammate positions was solved, improving teamwork and the gaming experience.
Patent Information
- Application Number
- CN202510031244.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-08
- Publication Date
- 2025-12-26
- Estimated Expiration
- 2045-01-08
AI Technical Summary
In the current game, the error in judging the position of teammates is large, resulting in low coordination between teammates and affecting the game experience.
The task progress indicator is displayed in the graphical user interface to indicate the completion progress of the faction's task, and the object identifier of the target object is displayed based on the relative position association to indicate the position distribution of the target object relative to the task route.
Players can accurately know the distribution of target objects relative to the mission route, improving teamwork and enhancing the gaming experience.
Smart Images

Figure CN119770964B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of games, and in particular to a game interactive control method, device and electronic equipment. BACKGROUND
[0002] In the related art, some games do not provide a mini map. A player controls a game character to be located in a game scene, and can only determine the positions of teammates through the teammate characters or character identifiers of the teammate characters displayed in the scene picture. The position error obtained through this way is large, which easily leads to a low degree of cooperation between the teammates and affects the game experience. SUMMARY
[0003] Therefore, the present application aims to provide a game interactive control method, device and electronic equipment, which can improve the degree of cooperation between the teammates and improve the game experience.
[0004] In a first aspect, the embodiments of the present application provide a game interactive control method, which provides a graphical user interface through a terminal device; the method comprises the following steps: 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, the game match comprising 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 identifier for indicating the completion progress of the camp task in the graphical user interface, wherein the indication direction of the task progress identifier 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 positions between the target objects and the task route, wherein the target objects are at least part of the friendly objects and / or at least part of the enemy objects; based on the relative positions, displaying an object identifier of the target objects in association with the task progress identifier, so as to indicate the position distribution of the target objects relative to the task route.
[0005] In a second aspect, an embodiment of the present application provides an interactive control device for a game, which provides a graphical user interface through a terminal device; the device comprises: a game session starting module, configured to control a friendly object and an enemy object to enter a game scene corresponding to a game session in response to starting of the game session, the game session comprising 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 identifier display module, configured to display a task progress identifier for indicating a completion progress of the camp task in the graphical user interface, wherein an indication direction of the task progress identifier in the graphical user interface corresponds to a route direction of the task route in the game scene; a position acquisition module, configured to acquire a relative position between a 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; and an object identifier display module, configured to display an object identifier of the target object in association with the task progress identifier based on the relative position, so as to indicate a position distribution of the target object relative to the task route.
[0006] In a third aspect, an embodiment of the present application provides an electronic device, comprising a processor and a memory, the memory storing computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method for the game.
[0007] In a fourth aspect, an embodiment of the present application provides a computer readable storage medium, which stores computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the interactive control method for the game.
[0008] The embodiment of the present application brings the following beneficial effects:
[0009] The above interactive control method, device and electronic device for the game provide the graphical user interface through the terminal device; the friendly object and the enemy object are controlled to enter the game scene corresponding to the game session in response to starting of the game session, the game session comprising the camp task set for the friendly object, wherein the camp task requires the friendly object to perform the task action based on the specified task route; the task progress identifier for indicating the completion progress of the camp task is displayed in the graphical user interface, wherein the indication direction of the task progress identifier in the graphical user interface corresponds to the route direction of the task route in the game scene; the relative position between the target object and the task route is acquired 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; and the object identifier of the target object is displayed in association with the task progress identifier based on the relative position, so as to indicate the position distribution of the target object relative to the task route.
[0010] In the mode, the object identifier corresponding to the target object is displayed in association with the task progress identifier, so as to indicate the position distribution of the target object relative to the task route; the player can accurately know the distribution of the target object relative to the task route without a small map, which is beneficial to team decision-making, improves the cooperation degree between teammates, and improves the game experience.
[0011] Other features and advantages of the present application will be set forth in the following description, and in part will become apparent to those skilled in the art from the description, or can be learned by practice of the application. The objects and other advantages of the application will be realized and attained by the structure particularly pointed out in the description.
[0012] In order to make the above-mentioned purposes, features and advantages of the present application more obvious and easy to understand, the following preferred embodiments are specifically described below, and the accompanying drawings are described in detail as follows. BRIEF DESCRIPTION OF DRAWINGS
[0013] In order to more clearly illustrate the specific embodiments of the present application or the technical solutions in the prior art, the following will briefly introduce the drawings needed to be used in the specific embodiments or the prior art description. Obviously, the drawings in the following description are some embodiments of the present application, and for those skilled in the art, other drawings can also be obtained without creative labor on the basis of these drawings.
[0014] Figure 1 A flow chart of a game interactive control method provided by an embodiment of the present application is shown in the figure;
[0015] Figure 2 A schematic diagram of a task progress identifier provided by an embodiment of the present application is shown in the figure;
[0016] Figure 3 A schematic diagram of a task progress identifier and an object identifier provided by an embodiment of the present application is shown in the figure;
[0017] Figure 4 A schematic diagram of another task progress identifier and object identifier provided by an embodiment of the present application is shown in the figure;
[0018] Figure 5 A schematic diagram of another task progress identifier and object identifier provided by an embodiment of the present application is shown in the figure;
[0019] Figure 6 A schematic diagram of the first dimension and the second dimension of the task progress identifier provided by an embodiment of the present application is shown in the figure;
[0020] Figure 7 A schematic diagram of indicating the role height by the object identifier provided by an embodiment of the present application is shown in the figure;
[0021] Figure 8A schematic view of an interactive control device of a game according to an embodiment of the present application is provided.
[0022] Figure 9 A schematic view of an electronic device according to an embodiment of the present application is provided. DETAILED DESCRIPTION
[0023] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions of the present application will be described below in detail with reference to the accompanying drawings. Obviously, the described embodiments are only some of the embodiments of the present application, but not all of the embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative efforts fall within the scope of the present application.
[0024] In a game without a mini-map, a player can only observe the positions of teammates through a scene picture; if a teammate character is displayed in the scene picture, the player can intuitively view the position of the teammate; if the teammate character is blocked by an obstacle, the player can roughly determine the position of the teammate character through a character identifier displayed in the scene picture, but the position error determined by this way is large, which easily leads to a low cooperation degree between teammates and affects the game experience.
[0025] Based on this, the interactive control method, device and electronic device of a game according to the embodiments of the present application can be applied to various games, for example, games without a mini-map.
[0026] The interactive control method of a game in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the interactive control method of a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0027] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of a game program and the presentation subject of a game picture are separated, the storage and running of the interactive control method of a game are completed on a cloud game server, and the client device is used for receiving and sending data and presenting a game picture. For example, the client device can be a display device close to the user side with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc.; but the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through a network, and finally, the game picture is decoded and output by the client device.
[0028] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0029] In one possible implementation, this invention provides an interactive control method for a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.
[0030] like Figure 1 As shown, the interactive control method of this game includes the following steps:
[0031] Step S102: In response to the start of the game, control the player and the enemy to enter the game scene corresponding to the game. The game includes faction missions set for the player, where the faction missions require the player to perform mission actions based on a specified mission route.
[0032] The graphical user interface described above displays the scene of the game scene; the friendly objects include one or more, which may include controlled objects controlled by the terminal device, and may also include friendly objects of the controlled objects; the enemy objects may also include one or more.
[0033] In this game, our character needs to perform faction tasks, while the enemy character tries to prevent us from doing so. Within these tasks, our character performs actions based on a specified task route located within the game scene. This route can have a defined shape and can have a start and end point. Task actions can include occupying designated scene locations, acquiring designated scene items, moving designated scene items, or changing the state of designated scene items.
[0034] After the controlled object enters the game scene, a virtual camera following the controlled object captures images of the game scene, resulting in the aforementioned scene images. Under the control of the terminal device, the controlled object can perform actions in the game scene, such as moving, shooting, releasing items, interacting with items, and interacting with scene models, thereby performing the aforementioned task actions.
[0035] Step S104, displaying a task progress mark for 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.
[0036] The completion progress of the camp task changes as the game match proceeds; for example, the completion progress increases when the task action is performed by the friendly object; for another example, the completion progress stops or decreases when the task action is prevented by the enemy object.
[0037] The aforementioned task progress mark indicates the completion progress of the camp task. The task progress mark can include a mark display area, and a progress indication sub-mark is displayed in the mark display area; wherein the display position of the progress indication sub-mark in the mark display area indicates the completion progress of the camp task. The task progress mark can 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%, the length of 10% in the task progress mark is displayed in blue, and the length of 90% is displayed in white.
[0038] The indication direction of the task progress mark in the graphical user interface can be understood as the extension direction of the task progress mark; specifically, the moving direction of the aforementioned progress indication sub-mark, or the direction of the display format change in the task progress mark. 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 indication direction of 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 indication direction of the task progress mark in the graphical user interface is from left to right.
[0039] The task progress mark can be located at a specified position of the graphical user interface, for example, the top of the interface, the left side of the interface, etc. When the game match is just started, the progress indication sub-mark can be located at one end of the mark display area, or at one vertex of the mark display area, representing that the completion progress of the camp task is zero at this time; when the completion progress of the camp task increases, the progress indication sub-mark starts to move; when the completion progress of the camp task decreases, the progress indication sub-mark can retreat in the original direction until it retreats to the position of the progress indication sub-mark when the game match is just started.
[0040] In one example, the mark display area is a bar-shaped area, and when the game match is just started, the progress indication sub-mark is located at the first end of the bar-shaped area; when the completion progress of the camp task increases, the progress indication sub-mark moves from the first end towards the second end; when the progress indication sub-mark 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 prop to a specified position, the completion progress of the camp task can be determined based on the distance between the specified prop and the specified position. 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 currently collected number and the specified number.
[0042] In step S106, the relative position between the target object and the task route in the game scene is obtained, wherein the target object is at least part of the friendly object and / or at least part of the enemy object.
[0043] The task route is located in the game scene, and the task route is composed of a plurality of continuous scene positions. The target object can be located at different scene positions in the task route, or the target object can not be located at the scene position in the task route, for example, the target object is located at a scene position that is a specified distance from the starting point of the task route.
[0044] The relative position between the target object and the task route described above can be the scene position of the target object in the task route, or the scene position of the target object outside the task route. The target object includes all or part of the friendly object, or all or part of the enemy object, or both the friendly object and the enemy object.
[0045] For example, the target object can only include the friendly object, in which case the task progress identifier is associated with the display of the controlled object and the object identifier of the friendly object of the controlled 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 that is less than a preset distance threshold from the controlled object, or the object identifier of the enemy object that is less than a preset distance threshold from the friendly object can also be displayed.
[0046] The purpose of the embodiment is to display the object identifier of the target object through the task progress identifier to indicate the position distribution of the target object relative to the task route. Based on this, the position of the identification position in the task progress identifier corresponds to the position of at least part of the scene position in the game scene.
[0047] The task progress identifier display object identifier 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 key. In this embodiment, when the first trigger instruction is generated, the object identifier of the target object is displayed by the task progress identifier. Therefore, the position correspondence relationship between the identifier position in the task progress identifier and at least part of the scene positions in the game scene needs to be determined first. The identifier position in the task progress identifier can form a one-to-one correspondence relationship 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 identifier position in the task progress identifier can form a one-to-one correspondence relationship with part of the scene positions in the game scene. Specifically, a scene region can be divided from the game scene, and the scene positions in the scene region can form a one-to-one correspondence relationship with the identifier positions in the task progress identifier. In this case, when the target object is in any scene position in the scene region, a unique region position can be determined in the task progress identifier.
[0049] In 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 can be displayed in the task progress identifier or outside the task progress identifier, for example, along one edge of the task progress identifier, the object identifier is displayed outside the task progress identifier.
[0051] After the relative position between the target object and the task route is obtained, the display position of the object identifier relative to the task progress identifier can be determined, and the object identifier is displayed. The object identifier can be an avatar, name of the target object, or a symbolic or graphical 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 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 at the middle position of the task route, the object identifier can be displayed at the middle position of the task progress identifier.
[0052] When the target object includes multiple target objects, the relative positions of the object identifiers of each target object indicate the relative positions of the multiple target objects in the game scene.
[0053] The method for interactive control of the game, provides a graphical user interface through a terminal device; in response to starting of a game session, controls a self side object and an enemy side object to enter a game scene corresponding to the game session, the game session including a camp task set for the self side object, wherein the camp task requires the self side object to perform a task action based on a designated task route; displays a task progress identifier for indicating a completion progress of the camp task in the graphical user interface, wherein an indication direction of the task progress identifier in the graphical user interface corresponds to a route direction of the task route in the game scene; in the game scene, acquires a relative position between a target object and the task route, wherein the target object is at least part of the self side object and / or at least part of the enemy side object; based on the relative position, displays an object identifier of the target object in association with the task progress identifier, to indicate a position distribution of the target object relative to the task route.
[0054] In this way, 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; the player can accurately know the distribution of the target object relative to the task route without a mini map, which is conducive to team decision making, improves the cooperation degree between teammates, and improves the game experience.
[0055] In a specific implementation, in response to a change in the completion progress of the camp task, the display format of the task progress identifier is controlled to change. When the task progress identifier includes an identifier display area and a progress indication sub-identifier in the identifier display area, the progress indication sub-identifier can be controlled to move in the identifier display area.
[0056] For example, a corresponding relationship between a region position in the identifier display area and the completion progress of the camp task can be set, so that the completion progress of each camp task can uniquely determine a position in the identifier display area; when the progress changes, the region position corresponding to the latest game progress is determined in the identifier display area, and the progress indication sub-identifier is controlled to move to the region position. In addition, the region positions passed by the progress indication sub-identifier can also be displayed in highlight, light emission or a specified color, such as blue, and the region positions not passed by the progress indication sub-identifier are displayed in a default color, such as white.
[0057] Further, the game scene includes a task target, and the task action includes: controlling the task target to move; the self side character can perform a pushing, pulling or other task action on the task target, to control the task target to move; the task target can be a model such as a cart or a treasure chest in the game scene.
[0058] In response to the task target moving in the game scene, the completion progress of the camp task is determined based on the relative position between the task target and the task route.
[0059] The camp task specifically refers to moving the task target from an initial position of the task route to a specified position of the task route. When the task target is located at the initial position, the completion progress of the camp task is 0. When the task target moves to the specified 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, a first distance between the task target and the specified position of the task route can be obtained, and a total distance between the initial position and the specified position of the task route is obtained. The ratio of the first distance to the total distance is taken as the completion progress of the camp task.
[0061] A plurality of target positions can also be set in the task route, and the task target reaches each target position in turn until the last target position. The completion progress of the camp task increases by a preset amplitude each time the task target reaches a target position. For example, target position 1 and target position 2 are set in the game scene. When the task target reaches target position 1, the completion progress of the camp task is 50%. When the task target reaches target position 2 from target position 1, the completion progress of the camp task is 100.
[0062] In addition, a maximum time consumed by the task target to reach the target position can also be set. When the actual time consumed by the target position to reach the target position is less than or equal to the maximum time consumed, the task target can continue to move to the next target position. When the actual time consumed by the target position to reach the last target position is less than or equal to the maximum time consumed, the completion progress of the camp task is 100.
[0063] If the actual time consumed by the task target to reach the target position is greater than the maximum time consumed, the game session fails, and the game session ends. Alternatively, if the actual time consumed by the task target to reach the target position is greater than the maximum time consumed, the task target needs to return to the previous target position or the initial position and start moving again.
[0064] In a specific implementation, in response to the task target being controlled by the friendly object to move in a first direction along the task route, the completion progress of the camp task is controlled to increase; and / or, in response to the task target being controlled by the enemy object to move in a second direction along the task route, the completion progress of the camp task is controlled to decrease; wherein the second direction and the first direction are different directions of the task route.
[0065] The game session is implemented by a battle between the first object and the second object. The first 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 completion progress is increased. When the task target moves to a specified position of the task route, the first object wins the game session. The first direction is a direction towards the specified position.
[0066] The target of the second object is to prevent the task target from moving to the specified position. Therefore, the second object controls the task target to move in a second direction, which is a direction away from the specified position. During the movement of the task target in the second direction, the completion progress of the camp task is decreased based on the scene position of the task target. The faster the task target moves in the second direction, the faster the completion progress is decreased. When the game session reaches a preset time length and the task target does not reach the specified position, the second object wins the game session.
[0067] In actual implementation, the first object and the second object may need to compete for the control right of the task target. When the first object obtains the control right of the task target, the first object can control the task target to move in the first direction. When the second object obtains the control right of the task target, the second object can control the task target to move in the second direction.
[0068] In the game session, the first object may not obtain the control right of the task target, so the first object cannot control the task target to move in the first direction. The second object may not obtain the control right of the task target, so the second object cannot control the task target to move in the second direction.
[0069] Figure 2 A schematic diagram of a task progress identifier is shown. The task progress identifier includes an identifier display area and a progress indication sub-identifier. The identifier display area is a long strip-shaped area. When the completion progress of the camp task is zero, the progress indication sub-identifier is located at the left end of the identifier display area. When the completion progress of the camp task is increased, the progress indication sub-identifier moves towards the right end of the identifier display area. When the completion progress of the camp task is 100%, the progress indication sub-identifier is located at the right end of the identifier display area.
[0070] In addition, a sub-area between the left end of the identifier display area and the progress indication sub-identifier is displayed by gray scale, which is used to indicate the current completion progress.
[0071] In Figure 2In addition, progress nodes are arranged, including a progress node 1 and a progress node 2. The progress node 1 corresponds to a target position 1 in the game scene, and the progress node 2 corresponds to a target position 2 to which the task target finally arrives in the game scene. When the task target arrives at the target position 1 within a first specified time, the progress indication sub-identifier moves to the progress node 1. If the task target does not arrive at the target position 1 within the first specified time, the task target needs to start moving from the initial position again, and the progress indication sub-identifier also returns to the left end of the identification display area.
[0072] When the task target arrives at the target position 2 within a second specified time, the progress indication sub-identifier moves to the progress node 2. At this time, the game session ends. If the task target does not arrive at the target position 2 within the second specified time, the task target needs to start moving from the target position 1 again, and the progress indication sub-identifier also returns to the progress node 1.
[0073] In another display mode, a target identifier associated with the task target is displayed in the task progress identifier, to indicate the relative position of the task target relative to the task route, and / or to indicate the completion progress of the camp task.
[0074] The target identifier can be displayed in the task progress identifier, or outside the task progress identifier, for example, along an edge of the task progress identifier, and the target identifier is displayed outside the task progress identifier.
[0075] After the relative position between the task target and the task route is obtained, the display position of the target identifier relative to the task progress identifier can be determined, and the target identifier is displayed. The target identifier can be a picture, name of the task target, or a symbol or graphical identifier. The target identifier is used to indicate the position of the task target relative to the task route, for example, if the task target is at the starting point of the task route, the target identifier can be displayed at one end of the task progress identifier; if the task target is at the middle position of the task route, the target identifier can be displayed at the middle position of the task progress identifier.
[0076] Specifically, the relative position of the target identifier relative to the task progress identifier can be used to indicate the relative position of the task target relative to the task route. Since the relative position of the task target relative to the task route also represents the completion progress of the camp task, the relative position of the target identifier relative to the task progress identifier can also be used to indicate the completion progress of the camp task. For example, if the task target is at the starting point of the task route, the target identifier can be displayed at one end of the task progress identifier, representing a completion progress of 0%; if the task target is at the middle position of the task route, the target identifier can be displayed at the middle position of the task progress identifier, representing a completion progress of 50%.
[0077] In one example, since the position of the progress indication sub-identifier in the display area indicates the progress, the target identifier can also be displayed in association with the progress indication sub-identifier. The target identifier is associated with the progress indication sub-identifier, and is used to indicate that the progress of the camp task changes as the position of the task target changes.
[0078] As shown in FIG. 1, the target identifier 101 is displayed in the lower part of the progress indication sub-identifier 102. When the progress indication sub-identifier 102 moves, the target identifier 101 also moves accordingly. The target identifier 101 always remains in the lower part of the progress indication sub-identifier 102. Figure 2 Of course, the target identifier can also be displayed in other positions of the progress indication sub-identifier, such as the top, lower left corner, upper right corner, etc.
[0079] The association of the target identifier with the progress indication sub-identifier can also be determined by the display format of the target identifier and the progress indication sub-identifier. For example, the target identifier and the progress indication sub-identifier have the same color.
[0080] In one way, the relative position of the task target and the task route is determined; based on the relative position, the display position of the target identifier of the task target relative to the task progress identifier is determined; the target identifier is displayed at the display position; wherein the first end of the task progress identifier corresponds to the starting point of the task route, and the second end of the task progress identifier corresponds to the ending point of the task route.
[0081] The relative position of the task target and the task route can be the scene position of the task target in the task route, or the scene position of the task target outside the task route. The scene position can be represented by coordinates. Based on the relative position, the display position of the target identifier relative to the task progress identifier is determined; for example, the relative position of the task target and the task route is that the task target is at the starting point of the task route, and the display position of the target identifier relative to the task progress identifier is that the first end of the task progress identifier.
[0082] The task route includes a starting point and an ending point, the starting point corresponds to the first end of the task progress identifier, and the ending point corresponds to the second end of the task progress identifier. The route position between the starting point and the ending point of the task route corresponds to the identifier position between the first end and the second end of the task progress identifier. In one example, when the task progress identifier is a long strip, the first end and the second end of the task progress identifier are the two ends of the long strip respectively.
[0083] In another way, based on the progress of the camp task, the display position of the target identifier of the task target relative to the task progress identifier is determined; the target identifier is displayed at the display position; wherein the first end of the task progress identifier corresponds to an initial progress value, and the second end of the task progress identifier corresponds to a final progress value.
[0084] Each identification position of the task progress identifier corresponds to a completion progress, that is, the identification position and the completion progress have a corresponding relationship; after the completion progress is obtained, a corresponding relationship can be determined based on the identification position, which is the aforementioned identification display position. The first end of the task progress identifier corresponds to an initial progress value, such as 0%, and the second end corresponds to a final progress value, such as 100%.
[0085] In another way, the number of objects of the first party object moving the control task target in the first direction is determined; the object identifier matched with the number of objects is displayed in association with the target identifier; wherein the first party object controlling the movement of the task target can be all or part of the first party object in the game scene, and the object identifier is displayed in association with the target identifier of the task target.
[0086] All target objects in the first party object may control the task target, or part of the target objects may control the task target. The object identifier can be a number corresponding to the number of objects, and the object identifier can also be a graphic, and the number of object identifiers matches the number of objects of the first party object.
[0087] For example, if there are 5 first party objects, 5 object identifiers are displayed in association with the target identifier of the task target. When the object identifier includes multiple objects, the multiple object identifiers can be arranged in a predetermined order, such as horizontal arrangement, vertical arrangement, etc.
[0088] As described above, the target identifier is displayed in association with the progress indication sub-identifier, and the object identifier is displayed in association with the target identifier. When the target identifier moves with the progress indication sub-identifier, the object identifier moves with the target identifier. For example, Figure 2 When the progress indication 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 manner, the number of target objects controlling the task target is indicated by the object identifier, so that the player knows the control state of the current task target, which is conducive to the player's subsequent game decision and improves the efficiency of the game.
[0090] In a specific implementation, 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 enters the game scene, or the area where the target object is revived after death in the game scene; an extended area is generated in a specified direction relative to the task progress identifier; wherein the extended 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 extended area.
[0091] The object generation area and the task execution area are different areas in the game scene, and the object generation area and the task execution area can be adjacent or have a certain distance; the object generation area can include one or more; when the object generation area includes one, the friendly object and the enemy object are located in the object generation area when they enter the game scene or revive; when the object generation area includes multiple, the friendly object and the enemy object can be randomly distributed in different object generation areas; or, when the object generation area includes multiple, part of the object generation area is the area where the friendly object is located when it enters the game scene or revives, and the other part of the object generation area is the area where the enemy object is located when it enters the game scene or revives.
[0092] The foregoing task route is located in the task execution area, and the foregoing task target is also located in the task execution area; the task execution area usually has a certain shape, such as a rectangle, an elongated shape, a special shape, etc.; the task route also has a certain route shape, such as a straight line, a curve, a circular ring, etc. In one example, the task execution area is an elongated area, and the task route is a straight line matching 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 identifier; wherein the extension area corresponds to the object generation area; the extension area relative to the specified direction of the task progress identifier matches the direction of the object generation area relative to the task execution area; for example, the object generation area is located in the west of the task execution area, and the extension area relative to the specified direction of the task progress identifier is the left side.
[0094] When the target object exists in the object generation area, the object identifier of the target object is displayed in association with the extension area. For example, the object identifier is displayed in the extension 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 is far away from the task route.
[0095] In this way, the object position of the target object located outside the task execution area can also be indicated in the form of the object identifier, and a more complete distribution of the target object relative to the task route can be provided to the player.
[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 enters the game scene or the area where the friendly object revives after death in the game scene; the second sub-area is the area where the enemy object enters the game scene or the area where the enemy object revives after death in the game scene;
[0097] The first extension region is generated in a first direction relative to the task progress identifier, and the second extension region is generated in a second direction relative to the task progress identifier; wherein the first extension region corresponds to the first sub-region, and the second extension region corresponds to the first sub-region.
[0098] The first sub-region and the second sub-region are different regions in the game scene; when the scene shape of the game scene is a long strip shape, the first sub-region and the second sub-region are located at two ends of the long strip-shaped game scene. After the target object is generated from the corresponding sub-region, it enters the task execution region to perform related behaviors, such as controlling the task target, attacking the enemy, etc.
[0099] Specifically, the first sub-region is located at the starting point of the task route, and the second sub-region is located at the end point of the task route. When the game object enters the game scene or is revived, it is located in the first sub-region, and then starts to perform the task action along the task route from the first sub-region; when the enemy object enters the game scene or is revived, it is located in the second sub-region, and then starts to move along the task path from the second sub-region to prevent the task target from moving to the end point.
[0100] Further, the task progress identifier is extended along the first direction to obtain the first extension region, and the task progress identifier is extended along the second direction to obtain the second extension region; the scene positions in the first sub-region correspond to the region positions in the first extension region, and the scene positions in the second sub-region correspond to the region positions in the second extension region.
[0101] The first direction and the second direction are different directions, for example, the first direction is left, and the second direction is right; or the first direction is up, and the second direction is down.
[0102] In Figure 3 the example, the task progress identifier extends to the left to obtain the first extension region, which is located at the left end of the task progress identifier; the task progress identifier extends to the right to obtain the second extension region, which is located at the right end of the identifier display region.
[0103] The first extension region and the first sub-region form a position correspondence relationship, and each scene position in the first sub-region can uniquely determine a region position from the first extension region. The second extension region and the second sub-region form a position correspondence relationship, and each scene position in the second sub-region can uniquely determine a region position from the second extension region.
[0104] In a specific implementation, the identification shape of the task progress identifier corresponds to the route direction of the task route. When the identification shape corresponds to the route direction, the player can perceive the relative position of the target object and the task route when the object identifier is displayed in association with the task progress identifier. When the route direction of the task route is linear, the identification shape of the task progress identifier is linear. For example, when the route direction is a straight line, the task progress identifier is a straight line or a long rectangle. When the route direction is a curve, the task progress identifier is a curve.
[0105] Alternatively, when the route direction of the task route is a closed ring, the identification shape of the task progress identifier is a closed ring. For example, when the route direction is a circular ring, the identification shape of the task progress identifier is a circular ring or a circle. When the route direction is a triangular ring, the identification shape of the task progress identifier is a triangular ring or a triangle.
[0106] Further, a mapping relationship between the identification position of the task progress identifier 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 identifier of the target object relative to the task progress identifier is determined. The object identifier of the target object is displayed at the display position.
[0107] The identification position of the task progress identifier forms a mapping relationship with the task route. In the mapping relationship, each scene position in the task route can uniquely determine an area position from the identification position of the task progress identifier.
[0108] The relative position between the target object and the task route has been obtained. Based on the relative position and the mapping relationship, the display position of the object identifier is determined. The relative position of the display position of the object identifier and the task progress identifier matches the relative position between the target object and the task route.
[0109] For example, in the mapping relationship, the first end of the task progress identifier maps the starting point of the task route, the second end of the task progress identifier maps the ending point of the task route, and the identification position between the first end and the second end maps the position between the starting point and the ending 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, i.e., the distribution of the target object relative to the task route, through the relative position of the object identifier and the task progress identifier.
[0110] 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 a first trigger operation, the progress indication sub-identifier is canceled. Based on the relative position, the object identifier of the target object is displayed in association with the task progress identifier.
[0111] In response to the first trigger instruction, the progress indication sub-identifier is canceled from display. As shown in Figure 3 In the above, 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 in the vicinity of the identifier display area. However, after the first trigger instruction is generated, the target identifier, the progress node, etc. are still 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] In another way, based on the relative position, the object identifier of the target object is displayed along the first region edge of the task progress identifier; wherein the extension direction of the first region edge corresponds to the line direction of the task route; for example, the line direction is from west to east, and the extension direction of the first region edge is from left to right. When the task progress identifier is a rectangle, the task progress identifier includes four region edges, and the first region edge can be the region edge extending from left to right.
[0114] After the corresponding display position of the object identifier is determined based on the relative position and the aforementioned mapping relationship, the mapping position corresponding to the display position can be determined outside the task progress identifier along the first region edge, and the object identifier is displayed at the mapping position.
[0115] As shown in Figure 3 In the above, taking the object identifier as a triangular identifier as an example, the object identifier is displayed in the identifier display area; the object identifier can also be a character avatar, a character name, or a circular, rectangular, or other shaped graphic of the target object. In the above Figure 4 In the above, 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 way, the target object includes a self object; the self 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.
[0117] The first object identifier and the second object identifier can be different identifiers, for example, the first object identifier and the second object identifier have different identifier colors, shapes, etc. to distinguish the controlled object and the friendly object, so that the player knows the distribution of the friendly object and the controlled object.
[0118] Reference can be made to Figure 4 The black triangular identifier is the first object identifier of the controlled object, and the white triangular identifier is the second object identifier of the friendly object. Figure 4The target identifier is also displayed in the display area, and the relative position of the target identifier in the display area indicates the position of the target identifier relative to the task route. Figure 4 The progress node is also displayed in the display area, and the relative position of the progress node in the display area indicates the position of the specified position in the task route. The players can compare the relative positions of the target objects, the task targets, and the specified positions.
[0119] In this way, only the object identifiers of the controlled objects and the friendly objects are displayed, so that the players can know the relative positions between themselves and the friendly objects, and the cooperation with the friendly objects, such as controlling the task targets, or fighting with the enemy objects, is facilitated, thereby improving the cooperation degree of the teammates and improving the efficiency of the game.
[0120] In another way, the target object further includes: at least part of the enemy objects within the field of view of the friendly objects; and the third object identifier of the enemy objects within the field of view of the friendly objects is displayed in association with the task progress identifier based on the relative positions.
[0121] When the enemy objects exist in the field of view of the friendly objects, the enemy objects are usually close to the friendly objects. In this case, the third object identifier of the enemy objects is displayed. For example, Figure 5 In this way, the third object identifier of the enemy objects is close to the object identifier of one of the friendly objects, thereby indicating that the enemy objects are close to the target object.
[0122] It should be noted that the target object can include the enemy objects within the field of view of the controlled objects, the enemy objects within the field of view of the friendly objects, or all the enemy objects within the field of view of the friendly objects.
[0123] In this way, the players can know the positions of the friendly objects and the positions of part of the enemy objects, the position information is enriched, the players are more facilitated to make decisions, the cooperation degree of the teammates is further improved, and the efficiency of the game is improved.
[0124] In actual implementation, the display format of the object identifier corresponding to the target object is determined based on the role identity of the target object, and the object identifier corresponding to the target object is displayed in association with the display area according to the display format, wherein the role identity includes: the controlled object, the friendly object of the controlled object, or the enemy object of the controlled object.
[0125] The display format can be the shape, color, edge thickness, etc. of the object identifier, for example Figure 5 In this way, 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 upside-down triangle.
[0126] The display format of the different object identifiers corresponding to the different role identities is used to display the role identities, so that the player can quickly know the positions of the target objects of the respective role identities, the richness of the position information is improved, and the game efficiency is improved.
[0127] Further, the target objects include multiple target objects; in response to the existence of multiple object identifiers with a coincidence degree greater than a preset coincidence degree threshold, the object quantity of the target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers. The preset coincidence degree threshold can be preset, for example, 80% coincidence degree, 90% coincidence degree, etc. The coincidence degree can be calculated according to the occluded area of the occluded object identifiers in the multiple object identifiers, for example, the ratio of the occluded area to the total area of the object identifiers is determined as the coincidence degree.
[0128] When the multiple object identifiers have a high coincidence degree, the player may not be able to distinguish the number of the regionally coincident object identifiers, and therefore, the object quantity corresponding to the multiple object identifiers is displayed. Referring to Figure 5 , after the object identifiers of the two friendly objects coincide, the object quantity corresponding to the multiple object identifiers is displayed on the unoccluded object identifier as 2.
[0129] The object quantity can be displayed on the unoccluded object identifier or outside the object identifier, for example, on the top or left side of the object identifier.
[0130] In another manner, in response to the existence of multiple object identifiers with a coincidence degree greater than a preset coincidence degree threshold, and the target objects corresponding to the multiple object identifiers are all friendly objects or all enemy objects, the object quantity of the target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers.
[0131] In this manner, considering that the display formats of the object identifiers corresponding to the target objects of the same game camp are the same, when the object identifiers corresponding to the target objects of the same game camp coincide, the player has difficulty in distinguishing the number of the coincident object identifiers; based on this, when the target objects corresponding to the multiple object identifiers belong to the same game camp, for example, are all friendly objects or are all enemy objects, the object quantity is displayed; for example Figure 5 , the two coincident object identifiers are object identifiers of friendly objects, and the object quantity 2 is displayed on the coincident 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 coincide, the player can also distinguish the number of the coincident object identifiers according to the display formats, and therefore, when the coincidence degree between the object identifiers corresponding to the target objects of different game camps is greater than a preset coincidence degree threshold, the object quantity is not displayed in this manner.
[0133] In a specific implementation, a mapping relationship between the identification position of the task progress identifier and the task route in the game scene is determined, and a target identification position corresponding to the object identifier is determined along a first dimension of the identification display region; and the object identifier is displayed in association with the target identification position.
[0134] The task progress identifier is generally a two-dimensional planar region, including two dimensions that are perpendicular to each other in the planar region corresponding to the task progress identifier. The first dimension is one of the two dimensions; the first dimension can be a horizontal direction dimension, a vertical direction dimension, or another direction dimension.
[0135] It should be noted that the game scene is generally a three-dimensional space with a certain area, and 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 one dimension in the scene plane of the game scene, and 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 a target region position along the first dimension of the task progress identifier.
[0137] For example, the scene plane is a long planar region, and the display position of the object identifier is determined along the length direction dimension of the planar region; specifically, a point in the length direction of the planar region can be taken as a coordinate origin to generate a first dimension coordinate axis corresponding to the length direction, and the coordinate of the object identifier on the first dimension coordinate axis is obtained.
[0138] The aforementioned first dimension can be the length direction dimension of the task progress identifier, and specifically, a point in the length direction of the task progress identifier can be taken as a coordinate origin to generate a second dimension coordinate axis corresponding to the length direction, and the coordinate of the object identifier on the second dimension coordinate axis is determined, which is the target identification position.
[0139] Specifically, the mapping relationship between the identification position of the task progress identifier and the task route in the game scene includes: a corresponding relationship between the dimension coordinates along the first dimension in the task progress identifier and the scene positions in the task route; a first coordinate on the first dimension corresponding to the scene position is determined, and the region position corresponding to the first coordinate is determined as the target identification position.
[0140] Reference Figure 5 As an example, the first dimension is the horizontal direction, and the object identifiers are distributed in the horizontal direction. According to the relative positions of the object identifiers and the task progress identifier in the horizontal direction, the target object indicates the position in the game scene.
[0141] As an example, Figure 6The dimension direction of the first dimension and the dimension 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 on the left side of the second object identifier of the friendly object, and then, in the game scene, the controlled object is closer to the first sub-region relative to the friendly object.
[0142] The scene plane of the game scene includes two dimensions, and the dimension direction in which the first sub-region points to the second sub-region corresponds to the first dimension.
[0143] In another implementation manner, the region position corresponding to the first coordinate includes multiple region positions; the second dimension coordinates corresponding to the multiple region positions are different; and the second dimension is different from the first dimension. Here, the first dimension and the second dimension are two dimensions on the display position of the object identifier, and the first dimension and the second dimension are usually perpendicular to each other. In this manner, the object identifier can be moved not only in the first dimension but also in the second dimension, and the position of the object identifier in the second dimension is used to indicate the role height of the target object in the game scene.
[0144] Specifically, the first position is determined along the indication direction of the task progress identifier based on the relative position; the second position is determined along the direction perpendicular to the indication direction of the task progress identifier based on the height of the target object in the game scene; and the 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.
[0145] The specified direction can be the dimension direction in which the first sub-region points to the second sub-region, or the direction in which the first end of the task progress identifier points to the second end. After the first position is determined along the specified direction, the second position is determined along the perpendicular direction based on the height of the target object; wherein the first position can generate a straight line along the perpendicular 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 identifier. Figure 6 The first dimension is the dimension direction corresponding to the specified direction, and the second dimension is the dimension direction corresponding to the perpendicular direction of the specified direction.
[0146] It can be referred to Figure 7 The second object identifier of the friendly object 1 is higher than the other object identifiers in the perpendicular direction, the other object identifiers are all adjacent to the region edge of the task progress identifier, and the second object identifier of the friendly object 1 has a certain distance from the task progress identifier. It can be understood that the height of the friendly object 1 in the game scene is higher.
[0147] Further, in response to the specified game event occurring to the target character corresponding to the object identifier, an event identifier of the specified game event is displayed in association with the object identifier; or, in response to the specified game event occurring to the target character corresponding to the object identifier, the object identifier is displayed in a specified display format; wherein the specified display format is related to the specified game event.
[0148] The specified game event can include that the life value of the target object is lower than a preset threshold, the target object successfully kills an enemy, the target object obtains a specified game resource, etc. When the target object occurs the specified game event, the event identifier of the specified game event can be displayed in association with the object identifier. Generally, different specified game events correspond to different event identifiers, and the event identifier can also be associated with the detail description of the specified game event. The event identifier can be automatically canceled after being displayed for a specified duration, such as 10 seconds.
[0149] When the target object occurs the specified game event, the object identifier can also be displayed in a specified display format, such as flickering, highlighting, specified color, etc. Different specified game events correspond to different specified display formats, and when the object identifier is displayed in the specified display format, the detail description of the specified game event can also be displayed. The specified display format can be automatically canceled after being displayed for a specified duration, such as 10 seconds, and the object identifier returns to the default display format.
[0150] In the above manner, the object identifier can indicate the specified game event occurring to the target object, provide the player with information about the event occurring to the target object, assist the player in making subsequent game decisions, and improve the efficiency of the game.
[0151] In other manners, the object identifier can also perform an interactive operation. Specifically, in response to a first trigger operation for the object identifier, object information of the target object corresponding to the object identifier is displayed.
[0152] For example, the first trigger operation can be a click operation, a long press operation, a double-click operation, etc. applied to the object identifier, and the object information can include a character avatar, a name, a level, an attribute value, a current character state, etc. After the first trigger operation is performed, an information window can be generated at a specified position of the object identifier, and the object information is displayed in the information window.
[0153] In response to a second trigger operation for the object identifier, a scene picture under the perspective of the target object corresponding to the object identifier is displayed.
[0154] For example, the second trigger operation can be a click operation, a long press operation, a double-click operation, etc. acting on the object identifier. After the second trigger operation is performed, a scene picture captured by a virtual camera corresponding to a target object corresponding to the object identifier can be obtained; then, a window is generated at a specified position of the object identifier, and the scene picture is displayed in the window, or a scene picture captured by a virtual camera of the controlled object is switched to a scene picture captured by a virtual camera corresponding to the target object.
[0155] In this way, by triggering the object identifier, the player can be provided with role information or a field of view picture of the target object corresponding to the object identifier, richer information is provided to the player, subsequent game decisions of the player are assisted, and the efficiency of the game is improved.
[0156] Corresponding to the method embodiments, referring to Figure 8 a schematic diagram of an interactive control device of a game is shown, a graphical user interface is provided through a terminal device; the device includes:
[0157] The game starting module 80 is configured to, in response to starting of a game session, control the self-side object and the enemy-side object to enter a game scene corresponding to the game session, and the game session includes a camp task set for the self-side object, wherein the camp task requires the self-side object to perform a task action based on a specified task route;
[0158] The progress identifier display module 82 is configured to display a task progress identifier for indicating a completion progress of the camp task in the graphical user interface, wherein an indication direction of the task progress identifier in the graphical user interface corresponds to a route direction of the task route in the game scene;
[0159] The position acquisition module 84 is configured to acquire a relative position between a target object and the task route in the game scene, wherein the target object is at least part of the self-side object and / or at least part of the enemy-side object;
[0160] The object identifier display module 86 is configured to display an object identifier of the target object in association with the task progress identifier based on the relative position, so as to indicate a position distribution of the target object relative to the task route.
[0161] The interactive control device of the game provides a graphical user interface through a terminal device; in response to starting of a game session, controls a self side object and an enemy side object to enter a game scene corresponding to the game session, the game session including a camp task set for the self side object, wherein the camp task requires the self side object to perform a task action based on a specified task route; displays a task progress identifier for indicating a completion progress of the camp task in the graphical user interface, wherein an indication direction of the task progress identifier in the graphical user interface corresponds to a route direction of the task route in the game scene; in the game scene, obtains a relative position between a target object and the task route, wherein the target object is at least part of the self side object and / or at least part of the enemy side object; based on the relative position, displays an object identifier of the target object in association with the task progress identifier, to indicate a position distribution of the target object relative to the task route.
[0162] In this way, 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; the player can accurately know the distribution of the target object relative to the task route without a mini map, which is conducive to team decision making, improves the cooperation degree between teammates, and improves the game experience.
[0163] The game scene includes a task target; the task action includes controlling the task target to move; the device further includes a progress determination module configured to: in response to the task target moving in the game scene, determine the completion progress of the camp task based on the relative position of the task target and the task route.
[0164] The progress determination module is configured to: in response to the self side object controlling the task target to move in a first direction along the task route, control the completion progress of the camp task to increase; and / or, in response to the enemy side object controlling the task target to move in a second direction along the task route, control the completion progress of the camp task to decrease; wherein the second direction and the first direction are different directions of the task route.
[0165] The device further includes a target identifier display module configured to: display a target identifier of the task target in association with the task progress identifier, to indicate the relative position of the task target relative to the task route, and / or indicate the completion progress of the camp task.
[0166] The target identifier display module is configured to: determine the relative position of the task target and the task route; based on the relative position, determine an identifier display position of the target identifier of the task target relative to the task progress identifier; display the target identifier at the identifier display position; wherein a first end of the task progress identifier corresponds to a starting point of the task route, and a second end of the task progress identifier corresponds to an ending point of the task route.
[0167] The target identifier display module is configured to determine a display position of the target identifier of the task target relative to the task progress identifier based on the completion progress of the camp task, and display the target identifier at the display position.
[0168] The device further includes a first identifier display module configured to determine a number of objects of the first party that control the task target to move in the first direction, and display an object identifier matched with the number of objects in association with the target identifier.
[0169] The game scene includes an object generation area and a task execution area, and the task route is located in the task execution area. The object generation area is an area where a target object enters the game scene or an area where the target object is revived after death in the game scene. The device further includes a delay area control module.
[0170] The device further includes a second identifier display module configured to generate an extension area in a specified direction relative to the task progress identifier, wherein the extension area corresponds to the object generation area, and display an object identifier of a target object in association with the extension area in response to the presence of the target object in the object generation area.
[0171] The object generation area includes a first sub-area of the first party and a second sub-area corresponding to the enemy party. The first sub-area is an area where the first party enters the game scene or an area where the first party is revived after death in the game scene. The second sub-area is an area where the enemy party enters the game scene or an area where the enemy party is revived after death in the game scene. The second identifier display module is configured to generate a first extension area in a first direction relative to the task progress identifier and a second extension area in a second direction relative to the task progress identifier, wherein the first extension area corresponds to the first sub-area and the second extension area corresponds to the first sub-area.
[0172] The first sub-area is located at a starting point of the task route, and the second sub-area is located at an end point of the task route.
[0173] The identifier shape of the task progress identifier corresponds to a route direction of the task route.
[0174] When the route direction of the task route is linear, the identifier shape of the task progress identifier is linear, or when the route direction of the task route is a closed loop, the identifier shape of the task progress identifier is a closed loop.
[0175] The position obtaining module is configured to determine a mapping relationship between the display position of the task progress identifier and the task route in the game scene, and determine the display position of the object identifier of the target object relative to the task progress identifier based on the mapping relationship and the relative position.
[0176] The task progress identifier includes a progress indication sub-identifier, which is configured to indicate the completion progress of the camp task.
[0177] The object identifier display module is configured to display the object identifier of the target object in the task progress identifier based on the relative position, or display the object identifier of the target object along the first area edge of the task progress identifier based on the relative position, wherein the extension direction of the first area edge corresponds to the line direction of the task route.
[0178] The target object includes a self object, and the self object includes a controlled object controlled by the terminal device and a friendly object of the controlled object.
[0179] The target object further includes an enemy object within a field of view of at least part of the self object.
[0180] The target object includes a plurality of target objects.
[0181] The target object includes a plurality of target objects.
[0182] The device further includes a third identification display module configured to: determine the first position along the indication direction of the task progress identification based on the relative position; determine the second position along the vertical direction of the indication 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 device further includes an event identification display module configured to: in response to a specified game event occurring to the target role 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 to the target role 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 device further includes an information display module configured to: in response to a first trigger operation for the object identification, display the object information of the target object corresponding to the object identification.
[0185] The device further includes a picture display module configured to: in response to a second trigger operation for the object identification, display the scene picture of the game scene under the perspective of the target object corresponding to the object identification.
[0186] The embodiment further provides an electronic device including a processor and a memory, the memory storing computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the game. The electronic device can be a server or a terminal device.
[0187] Referring to Figure 9 The electronic device includes a processor 100 and a memory 101, the memory 101 storing computer executable instructions capable of being executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the interactive control method of the game.
[0188] Further, Figure 9 The electronic device further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.
[0189] The memory 101 can include a random access memory (RAM) and can also include a non-volatile memory such as at least one disk memory. 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 can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 9 Only one bidirectional arrow is used to represent the bus in the figure, but it does not mean that there is only one bus or only one type of bus.
[0190] The processor 100 can be an integrated circuit chip with signal processing capability. In the implementation process, each step of the above method can be completed by integrated logic circuits of hardware in the processor 100 or instructions in the form of software. The processor 100 described above 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. Each method, step and logic block disclosed in the embodiment of the present application can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiment of the present application 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 can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory, an electrically erasable programmable memory, a register, etc. The storage medium in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101, and combines the hardware to complete the steps of the method of the above embodiment.
[0191] The processor in the above electronic device can realize the following operations in the game interaction control method by executing computer executable instructions:
[0192] The application discloses an interactive control method of a game, and provides a graphical user interface through a terminal device, controls a self object and an enemy object to enter a game scene corresponding to a game session in response to starting of the game session, the game session comprises a camp task set for the self object, the camp task requires the self object to perform a task action based on a specified task route, a task progress identifier for indicating completion progress of the camp task is displayed in the graphical user interface, a direction of indication of the task progress identifier in the graphical user interface corresponds to a route direction of the task route in the game scene, a relative position between a target object and the task route is obtained in the game scene, the target object is at least part of the self object and / or at least part of the enemy object, and an object identifier of the target object is displayed in association with the task progress identifier based on the relative position, so as to indicate a position distribution of the target object relative to the task route.
[0193] The game scene comprises a task target, the task action comprises controlling the task target to move, and the completion progress of the camp task is determined based on the relative position between the task target and the task route in response to movement of the task target in the game scene.
[0194] The completion progress of the camp task is increased in response to the self object controlling the task target to move in a first direction along the task route, and / or the completion progress of the camp task is decreased in response to the enemy object controlling the task target to move in a second direction along the task route, wherein the second direction and the first direction are different directions of the task route.
[0195] The target identifier of the task target is displayed in association with the task progress identifier, so as to indicate the relative position of the task target relative to the task route and / or the completion progress of the camp task.
[0196] The relative position between the task target and the task route is determined, the display position of the target identifier of the task target relative to the task progress identifier is determined based on the relative position, the target identifier is displayed at the display position, wherein a first end of the task progress identifier corresponds to a starting point of the task route, and a second end of the task progress identifier corresponds to an ending point of the task route.
[0197] The display position of the target identifier of the task target relative to the task progress identifier is determined based on the completion progress of the camp task, the target identifier is displayed at the display position, wherein the completion progress corresponding to the first end of the task progress identifier is an initial progress value, and the completion progress corresponding to the second end of the task progress identifier is a final progress value.
[0198] The number of the self objects controlling the task target to move in the first direction is determined, and the object identifier matched with the number of the objects is displayed in association with the target identifier.
[0199] The game scene comprises an object generation area and a task execution area; the task route is located in the task execution area; the object generation area is an area where a target object enters the game scene or an area where the target object is revived after death in the game scene; an extension area is generated in a specified direction relative to the task progress identifier; the extension area corresponds to the object generation area; and an object identifier of the target object is displayed in association with the extension area in response to the presence of the target object in the object generation area.
[0200] The object generation area comprises a first sub-area of the own object and a second sub-area corresponding to the enemy object; the first sub-area is an area where the own object enters the game scene or an area where the own object is revived after death in the game scene; the second sub-area is an area where the enemy object enters the game scene or an area where the enemy object is revived after death in the game scene; a first extension area is generated in a first direction relative to the task progress identifier, and a second extension area is generated in a second direction relative to the task progress identifier; the first extension area corresponds to the first sub-area, and the second extension area corresponds to the first sub-area.
[0201] The first sub-area is located at a starting point of the task route, and the second sub-area is located at an end point of the task route.
[0202] The identifier shape of the task progress identifier corresponds to the route direction of the task route.
[0203] When the route direction of the task route is linear, the identifier shape of the task progress identifier is linear; or when the route direction of the task route is a closed loop, the identifier shape of the task progress identifier is a closed loop.
[0204] A mapping relationship between an identifier position of the task progress identifier 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 identifier of the target object relative to the task progress identifier is determined; and the object identifier of the target object is displayed at the display position.
[0205] The task progress identifier comprises a progress indication sub-identifier; the progress indication sub-identifier is used to indicate the completion progress of the camp task; the progress indication sub-identifier is cancelled in response to a first trigger operation; and the object identifier of the target object is displayed in association with the task progress identifier based on the relative position.
[0206] The object identifier of the target object is displayed in the task progress identifier based on the relative position; or the object identifier of the target object is displayed along a first area edge of the task progress identifier based on the relative position; the extension direction of the first area edge corresponds to the route direction of the task route.
[0207] The target object includes a self object; the self object includes a controlled object controlled by a terminal device and a friendly object of the controlled object; based on relative positions, 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 further includes an enemy object within a field of view of at least part of the self object; based on relative positions, a third object identifier of the enemy object within the field of view of the self object is displayed in association with the task progress identifier.
[0209] The target object includes a plurality of target objects; in response to a plurality of object identifiers with a coincidence degree greater than a preset coincidence degree threshold, a number of the target objects corresponding to the plurality of object identifiers is displayed in association with the plurality of object identifiers.
[0210] The target object includes a plurality of target objects; in response to a plurality of object identifiers with a coincidence degree greater than a preset coincidence degree threshold, and the target objects corresponding to the plurality of object identifiers are all self objects or all enemy objects, a number of the target objects corresponding to the plurality of object identifiers is displayed in association with the plurality of object identifiers.
[0211] Based on relative positions, a first position is determined along an indication direction of the task progress identifier; based on a height of the target object in the game scene, a second position is determined along a vertical direction of the indication direction of the task progress identifier; based on the first position and the second position, a final display position of an 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 specified game event occurring to a target character corresponding to the object identifier, an event identifier of the specified game event is displayed in association with the object identifier; or, in response to the specified game event occurring to the target character corresponding to the object identifier, the object identifier is displayed in a specified display format; wherein the specified display format is related to the specified game event.
[0213] In response to a first triggering operation on the object identifier, object information of a target object corresponding to the object identifier is displayed.
[0214] In response to a second triggering operation on the object identifier, a scene picture of a game scene from a perspective of a target object corresponding to the object identifier is displayed.
[0215] In this way, the object identifier corresponding to the target object is displayed in association with the task progress identifier, so as to indicate the position distribution of the target object relative to the task route; the player can accurately know the distribution of the target object relative to the task route without a mini map, which is conducive to team decision-making, improves the cooperation degree between teammates, and improves the game experience.
[0216] The embodiment also provides a computer readable storage medium, which stores computer executable instructions. When the computer executable instructions are invoked and executed by a processor, the computer executable instructions cause the processor to implement the interactive control method of the game.
[0217] The computer executable instructions stored in the computer readable storage medium can implement the following operation in the interactive control method of the game by executing the computer executable instructions.
[0218] An interactive control method of a game, a graphical user interface is provided by a terminal device, in response to starting of a game match, a self side object and an enemy side object are controlled to enter a game scene corresponding to the game match, the game match includes a camp task set for the self side object, wherein the camp task requires the self side object to perform a task action based on a specified task route; a task progress identifier for indicating a completion progress of the camp task is displayed in the graphical user interface, wherein an indication direction of the task progress identifier in the graphical user interface corresponds to a 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 the self side object and / or at least part of the enemy side object; based on the relative position, an object identifier of the target object is displayed in association with the task progress identifier, to indicate a position distribution of the target object relative to the task route.
[0219] The game scene includes a task target, and the task action includes: controlling the task target to move; in response to the task target moving in the game scene, based on a relative position between the task target and the task route, a completion progress of the camp task is determined.
[0220] In response to the self side object controlling the task target to move in a first direction along the task route, the completion progress of the camp task is controlled to increase; and / or, in response to the enemy side object controlling the task target to move in a second direction along the task route, the completion progress of the camp task is controlled to decrease; wherein the second direction and the first direction are different directions of the task route.
[0221] 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 relative to the task route, and / or to indicate the completion progress of the camp task.
[0222] The relative position between the task target and the task route is determined; based on the relative position, a display position of the target identifier of the task target relative to the task progress identifier is determined; the target identifier is displayed at the display position; wherein a first end of the task progress identifier corresponds to a starting point of the task route, and a second end of the task progress identifier corresponds to an ending point of the task route.
[0223] Based on the completion progress of the camp task, a display position of a target identifier of the task target relative to a task progress identifier is determined; the target identifier is displayed at the display position; wherein a first end of the task progress identifier corresponds to an initial progress value, and a second end of the task progress identifier corresponds to a final progress value.
[0224] The number of objects of the first party object moving in the first direction is determined; and an object identifier matching the number of objects is displayed in association with the target identifier.
[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 enters the game scene, or the area where the target object is revived after death in the game scene; an extended area is generated in a specified direction relative to the task progress identifier; wherein the extended 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 extended area.
[0226] The object generation area includes: a first sub-area of the first party object, and a second sub-area corresponding to the enemy object; the first sub-area is: the area where the first party object enters the game scene, or the area where the first party object is revived after death in the game scene; the second sub-area is: the area where the enemy object enters the game scene, or the area where the enemy object is revived after death in the game scene; a first extended area is generated in a first direction relative to the task progress identifier, and a second extended area is generated in a second direction relative to the task progress identifier; 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 task route, and the second sub-area is located at the end point of the task route.
[0228] The identifier shape of the task progress identifier corresponds to the route direction of the task route.
[0229] When the route direction of the task route is linear, the identifier shape of the task progress identifier is linear; or when the route direction of the task route is a closed loop, the identifier shape of the task progress identifier is a closed loop.
[0230] A mapping relationship between the identifier position of the task progress identifier 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 identifier of the target object relative to the task progress identifier is determined; the object identifier of the target object is displayed 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 a first trigger operation, the progress indication sub-identifier is cancelled; based on the relative position, the object identifier of the target object is displayed in association 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 first area edge of the task progress identifier; wherein the extension direction of the first area edge corresponds to the line direction of the task route.
[0233] 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; 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.
[0234] The target object also includes an enemy object within the field of view of at least part of the friendly object; based on the relative position, the 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.
[0235] The target object includes multiple; in response to the existence of multiple object identifiers with a coincidence degree greater than a preset coincidence threshold, the object quantity of the target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers.
[0236] The target object includes multiple; in response to the existence of multiple object identifiers with a coincidence degree greater than a preset coincidence threshold, and the target objects corresponding to the multiple object identifiers are all friendly objects or all enemy objects, the object quantity of the 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 indication 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 indication 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 the occurrence of a specified game event of the target character corresponding to the object identifier, an event identifier of the specified game event is displayed in association with the object identifier; or, in response to the occurrence of a specified game event of the target character corresponding to the object identifier, the object identifier is displayed in a specified display format; wherein the specified display format is related to the specified game event.
[0239] In response to a first trigger operation for the object identifier, object information of the target object corresponding to the object identifier is displayed.
[0240] In response to a second trigger operation for the object identifier, a scene picture of a game scene in a target object perspective corresponding to the object identifier is displayed.
[0241] In this way, the object identifier corresponding to the target object is displayed by association with the task progress, so as to indicate the position distribution of the target object relative to the task route; the player can accurately know the distribution of the target object relative to the task route without a mini-map, which is beneficial to team decision-making, improves the cooperation degree between teammates, and improves the game experience.
[0242] The game interaction control method and device and the computer program product of the electronic device provided in the embodiments of the application include a computer readable storage medium storing program codes, the program codes include instructions for executing the method described in the foregoing method embodiments, and specific implementation can be referred to the method embodiments, which will not be described 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 foregoing method embodiments, which will not be described here.
[0244] In addition, in the description of the embodiments of the application, unless otherwise explicitly specified and limited, the terms "mounting", "connection", "connecting" should be understood in a broad sense, for example, can be fixed connection, can also be detachable connection, or integral connection; can be mechanical connection, can also be electrical connection; can be directly connected, can also be indirectly connected through an intermediate medium, can be the communication inside two elements. For those skilled in the art, the specific meaning of the above terms in the application can be understood according to the specific circumstances.
[0245] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on such understanding, the technical solutions of the application or the part of the technical solutions that essentially contribute to the prior art or the part of the technical solutions can be embodied in the form of software products. The computer software product is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in the embodiments of the application. The foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various storage program codes.
[0246] In the description of the present application, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present application and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present application. In addition, the terms "first", "second", "third" are only for the purpose of description, and cannot be understood as indicating or implying relative importance.
[0247] Finally, it should be noted that the above embodiments are only specific embodiments of the present application, which are used to illustrate the technical solutions of the present application, and are not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily think of changes to the technical solutions recorded in the foregoing embodiments within the technical scope disclosed by the present application, or make equivalent substitutions for some technical features; and these modifications, changes or substitutions do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. An interactive control method of a game, characterized by, The method comprises the following steps: A graphical user interface is provided by a terminal device, the method comprising: In response to the start of a game session, controlling the me object and the enemy object to enter a game scene corresponding to the game session, the game session including a camp task set for the me object, wherein the camp task requires the me object to perform a task action based on a specified task route; Displaying a task progress identifier in the graphical user interface for indicating the completion progress of the camp task, wherein the indication direction of the task progress identifier 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 the target object and the task route, wherein the target object is at least part of the me object and / or at least part of the enemy object; 2. The method of claim 1, wherein, 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. The game scene includes a task target; The task action includes controlling the task target to move; the method further comprises:
3. The method of claim 2, wherein, In response to the movement of the task target in the game scene, 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 movement of the task target in the game scene, determining the completion progress of the camp task based on the relative position of the task target and the task route, comprising: In response to the me object controlling the task target to move in a first direction along the task route, controlling the completion progress of the camp task to increase; 4. The method of claim 2, wherein, And / or, in response to the enemy object controlling the task target to move in a second direction along the task route, controlling the completion progress of the camp task to decrease; wherein the second direction and the first direction are different directions of the task route. 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 movement of the task target in the game scene, the method further comprises:
5. The method of claim 4, wherein, Displaying a target identifier of the task target in association with the task progress identifier, to indicate the relative position of the task target relative to the task route, and / or to indicate the completion progress of the camp task. The step of displaying the target identifier of the task target in association with the task progress identifier comprises: Determining the relative position of the task target and the task route; Based on the relative position, determining the identification display position of the target identifier of the task target relative to the task progress identifier; 6. The method of claim 4, wherein, Displaying the target identifier at the identification display position; wherein the first end of the task progress identifier corresponds to the starting point of the task route, and the second end of the task progress identifier corresponds to the end point of the task route. The step of displaying the target identifier of the task target in association with the task progress identifier comprises: Based on the completion progress of the camp task, determining the identification display position of the target identifier of the task target relative to the task progress identifier; display the target identifier in the display position; wherein a first end of the task progress identifier corresponds to an initial progress value of the completion progress, and a second end of the task progress identifier corresponds to a final progress value of the completion progress.
7. The method of claim 4, wherein, After the step of displaying the target identifier of the task target in association with the task progress identifier, the method further comprises: determining a number of objects of the first party object that control the task target to move in the first direction; displaying an object identifier that matches the number of objects in association with the target identifier.
8. The method of claim 1, wherein, The game scene comprises an object generation area and a task execution area; the task route is located in the task execution area; the object generation area is an area where the target object enters the game scene or an area where the target object is revived after death in the game scene; After the step of displaying a task progress identifier for indicating the completion progress of the camp task in the graphical user interface, the method further comprises: generating an extension area 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 a target object in the object generation area, displaying an object identifier of the target object in association with the extension area.
9. The method of claim 8, wherein, The object generation area comprises a first sub-area of the first party object and a second sub-area corresponding to the enemy object; the first sub-area is an area where the first party object enters the game scene or an area where the first party object is revived after death in the game scene; the second sub-area is an area where the enemy object enters the game scene or an area where the enemy object is revived after death in the game scene; The step of generating an extension area in a specified direction relative to the task progress identifier comprises: generating a first extension area in a first direction relative to the task progress identifier and a second extension area in a second direction relative to the task progress identifier; wherein the first extension area corresponds to the first sub-area, and the second extension area corresponds to the first sub-area.
10. The method of claim 9, wherein, The first sub-area is located at a starting point of the task route, and the second sub-area is located at an end point of the task route.
11. The method of claim 1, wherein, The identifier shape of the task progress identifier corresponds to the route direction of the task route.
12. The method of claim 11, wherein, When the route direction of the task route is linear, the identifier shape of the task progress identifier is linear; or, when the route direction of the task route is a closed loop, the identifier shape of the task progress identifier is a closed loop.
13. The method of claim 1, wherein, Based on the relative position, the step of displaying the object identifier of the target object in association with the task progress identifier comprises: determining a mapping relationship between the identifier position of the task progress identifier 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; displaying the object identifier of the target object in the display position.
14. The method of claim 1, wherein, 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 comprises: In response to a first trigger operation, the progress indication sub-identifier is hidden; Based on the relative position, the object identifier of the target object is displayed in association with the task progress identifier.
15. The method of claim 1, wherein, 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, the object identifier of the target object is displayed in the task progress identifier; Alternatively, 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 line direction of the task route.
16. The method of claim 1, wherein, The target object includes a self object; the self 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 comprises: 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 of claim 16, wherein, The target object also includes an enemy object within the field of view of at least part of the self 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, the third object identifier of the enemy object within the field of view of the self object is displayed in association with the task progress identifier.
18. The method of claim 1, wherein, The target object includes multiple; 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 comprises: In response to the existence of multiple object identifiers with a coincidence degree greater than a preset coincidence degree threshold, the object quantity of the target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers.
19. The method of claim 1, wherein, The target object includes multiple; 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 comprises: In response to the existence of multiple object identifiers with a coincidence degree greater than a preset coincidence degree threshold, and the target objects corresponding to the multiple object identifiers are all self objects or all enemy objects, the object quantity of the target objects corresponding to the multiple object identifiers is displayed in association with the multiple object identifiers.
20. The method of claim 1, wherein, 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 first position is determined along the indication 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 indication direction of the task progress identifier; determine a final display position of the object identifier of the target object based on the first position and the second position, and display the object identifier of the target object at the final display position.
21. The method of claim 1, wherein, 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 comprises: in response to a specified game event occurring to a target character corresponding to the object identifier, display an event identifier of the specified game event in association with the object identifier; alternatively, in response to a specified game event occurring to a target character corresponding to the object identifier, display the object identifier in a specified display format; wherein the specified display format is related to the specified game event.
22. The method of claim 1, wherein, 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 comprises: in response to a first triggering operation for the object identifier, display object information of a target object corresponding to the object identifier.
23. The method of claim 1, wherein, 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 comprises: in response to a second triggering operation for the object identifier, display a scene picture of a game scene in a target object perspective corresponding to the object identifier.
24. An interactive control device for a game, characterized by provide a graphical user interface through a terminal device; the apparatus comprises: a game session starting module, configured to, in response to starting of a game session, control a self object and an enemy object to enter a game scene corresponding to the game session, the game session including a camp task set for the self object, wherein the camp task requires the self object to perform a task action based on a specified task route; a progress identifier display module, configured to display a task progress identifier for indicating a completion progress of the camp task in the graphical user interface, wherein an indication direction of the task progress identifier in the graphical user interface corresponds to a route direction of the task route in the game scene; a position acquisition module, configured to acquire a relative position between a target object and the task route in the game scene, wherein the target object is at least part of the self object and / or at least part of the enemy object; an object identifier display module, configured to, based on the relative position, display an object identifier of the target object in association with the task progress identifier, so as to indicate a position distribution of the target object relative to the task route.
25. An electronic device, comprising: The computer readable storage medium stores computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the game interaction control method according to 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 the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the game interaction control method according to any one of claims 1-23.