Interaction method and device in game and electronic equipment

By providing the function of graphical user interface and throwing prompt information in a multiplayer team game, the problem of low efficiency in teammates' cooperating with throwing objects is solved, and more efficient and precise operation is achieved.

CN119792920APending Publication Date: 2025-04-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411853448.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-16
Publication Date
2025-04-11

AI Technical Summary

Technical Problem

In the multiplayer team game, the efficiency of teammates in throwing objects is extremely low, and the existing operation methods are too cumbersome, which increases the cost of communication.

Method used

By providing a graphical user interface in the game, it shows whether the virtual character has thrown objects, and allows the player to determine the throwing area in the game scene through triggering operations, sending throwing prompt information to teammates.

Benefits of technology

It reduces the operating cost of teammates in cooperation with throwing objects, and improves the efficiency and accuracy of teammates in cooperation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an interaction method and device in a game, electronic equipment and a computer readable storage medium, a first graphical user interface comprising a game scene is provided through first terminal equipment, and the game scene comprises a first virtual character and a second virtual character which belong to the same camp. The first virtual character is controlled by the first terminal device; the method comprises the following steps: displaying a first control in a first graphical user interface, wherein the first control is used for indicating that a second virtual character has a virtual throwing object; in response to a first trigger operation for the first control, determining a first area in the game scene; and sending the first throwing prompt information to a second terminal device corresponding to the second virtual character. According to the scheme provided by the invention, the operation cost of throwing the throwing object between teammates can be effectively reduced, so that the efficiency of throwing the throwing object between the teammates is improved.
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Description

Technical Field

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

[0002] In multiplayer team games, close cooperation between teammates is particularly important. Currently, when a player needs to request a teammate to cooperate in throwing a projectile to a certain position or area, the common practice is that the player first marks the throwing area, and then sends a message to a teammate by voice or text, asking him to help throw the projectile to the throwing area. However, the above operation method is too cumbersome, and the method of inputting voice or text also increases the communication cost, resulting in extremely low efficiency of teammates cooperating in throwing projectiles. Summary of the invention

[0003] The present application provides an interactive method, device, electronic device and computer-readable storage medium in a game, which can reduce the operation cost of cooperating with teammates to throw projectiles and improve the efficiency of cooperating with teammates to throw projectiles. The specific scheme is as follows:

[0004] In a first aspect, an embodiment of the present application provides an interactive method in a game, wherein a first graphical user interface is provided through a first terminal device, wherein the first graphical user interface includes at least a portion of a game scene, wherein the game scene includes a first virtual character and a second virtual character, wherein the first virtual character is controlled through the first terminal device, and the second virtual character and the first virtual character belong to the same camp; the method includes:

[0005] Displaying a first control in the first graphical user interface, wherein the first control is used to indicate that the second virtual character has a virtual throwing object;

[0006] In response to a first trigger operation on the first control, a first area is determined in the game scene, and a first throwing prompt information is sent to a second terminal device corresponding to the second virtual character, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw the virtual throwing object to the first area.

[0007] In a second aspect, an embodiment of the present application provides an interactive method in a game, wherein a second graphical user interface is provided through a second terminal device, wherein the second graphical user interface includes at least part of a game scene, wherein the game scene includes a first virtual character and a second virtual character, wherein the second virtual character is controlled through the second terminal device, the first virtual character is controlled through the first terminal device, and the second virtual character and the first virtual character belong to the same camp; the method includes:

[0008] Receiving first throwing prompt information sent by the first terminal device, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw a virtual throwing object to a first area in the game scene;

[0009] According to the first throwing prompt information, a guidance mark corresponding to the first area is generated at least in the second terminal device, so that the second virtual character can throw the virtual throwing object to the first area according to the guidance mark.

[0010] In a third aspect, an embodiment of the present application provides an interactive device in a game, wherein a first graphical user interface is provided through a first terminal device, wherein the first graphical user interface includes at least part of a game scene, wherein the game scene includes a first virtual character and a second virtual character, wherein the first virtual character is controlled through the first terminal device, and the second virtual character belongs to the same camp as the first virtual character; the device includes:

[0011] A display unit, configured to display a first control in the first graphical user interface, wherein the first control is configured to indicate that the second virtual character has a virtual throwing object;

[0012] A determination unit is used to determine a first area in the game scene in response to a first trigger operation on the first control, and send a first throwing prompt information to a second terminal device corresponding to the second virtual character, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw the virtual throwing object to the first area.

[0013] In a fourth aspect, an embodiment of the present application provides an interactive device in a game, wherein a second graphical user interface is provided through a second terminal device, wherein the second graphical user interface includes at least part of a game scene, wherein the game scene includes a first virtual character and a second virtual character, wherein the second virtual character is controlled through the second terminal device, the first virtual character is controlled through the first terminal device, and the second virtual character and the first virtual character belong to the same camp; the device includes:

[0014] A receiving unit, configured to receive first throwing prompt information sent by the first terminal device, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw a virtual throwing object to a first area in the game scene;

[0015] A generating unit is used to generate a guidance mark corresponding to the first area at least in the second terminal device according to the first throwing prompt information, so that the second virtual character can throw the virtual throwing object to the first area according to the guidance mark.

[0016] In a fifth aspect, the present application further provides an electronic device, including:

[0017] Processor; and

[0018] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method described in the first aspect or the second aspect is executed.

[0019] In a sixth aspect, an embodiment of the present application further provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method described in the first aspect or the second aspect.

[0020] Compared with the prior art, this application has the following advantages:

[0021] An interactive method in a game provided by an embodiment of the present application provides a first graphical user interface through a first terminal device, wherein the first graphical user interface includes at least a portion of a game scene, and the game scene includes a first virtual character and a second virtual character, wherein the first virtual character is controlled by the first terminal device, and the second virtual character belongs to the same camp as the first virtual character; the method includes the following steps: displaying a first control in the first graphical user interface, wherein the first control is used to indicate that the second virtual character has a virtual throwing object; in response to a first trigger operation on the first control, determining a first area in the game scene, and sending a first throwing prompt information to a second terminal device corresponding to the second virtual character, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw the virtual throwing object to the first area.

[0022] It can be seen that since the first control is used to indicate that the second virtual character in the same camp as the first virtual character has a virtual throwing object, the player can perform a first trigger operation on the first control to determine the first area in the game scene and conveniently send a throwing prompt message to the second virtual character that has the virtual throwing object. Compared with the method of marking the throwing area first and then inputting voice or text to send a throwing request, the throwing request can be sent through the first control in the embodiment of the present application, which can effectively reduce the operating cost of cooperating between teammates to throw throwing objects, thereby improving the efficiency of cooperating between teammates to throw throwing objects. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1 is a game system diagram for implementing an interactive method in a game provided by an embodiment of the present application;

[0024] Figure 2 is a flowchart of an interactive method in a game provided by the first embodiment of the present application;

[0025] Figure 3 This is an interface diagram of an example of initiating a throwing request on a first terminal device in the interactive method in a game provided in the first embodiment of the present application;

[0026] Figure 4 This is an interface diagram of an example in which a first player designates a virtual character as a target second virtual character in the interactive method in a game provided by the first embodiment of the present application;

[0027] Figure 5 is a flowchart of an interactive method in a game provided in the second embodiment of the present application;

[0028] Figure 6 It is a schematic diagram of an interface of an example of a second terminal device in the interactive method in a game provided in an embodiment of the present application;

[0029] Figure 7 It is an interface schematic diagram of an example of a first throwing range and a first area presented in a first style in an interactive method in a game provided by an embodiment of the present application;

[0030] Figure 8 This is an interface diagram of an example of generating a throwing instruction on a second terminal device in the interactive method in the game provided in an embodiment of the present application;

[0031] Fig. 9 is a structural block diagram of an example of an interactive device in a game provided by an embodiment of the present application;

[0032] Fig.10 is a structural block diagram of another example of an interactive device in a game provided by an embodiment of the present application;

[0033] Fig.11 It is a structural block diagram of an example of an electronic device for data processing provided in an embodiment of the present application. DETAILED DESCRIPTION

[0034] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.

[0035] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variants are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0036] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0037] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0038] It should be noted that the instructions or operations that appear in the subsequent detailed introduction of the interactive method in the game provided by the embodiment of the present application can be regarded as instructions or operations triggered by the player through fingers or controlling a mouse, keyboard, game controller or stylus or voice. The specific triggering operation can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, a game console, etc., the player can trigger instructions or operations on the touch screen through any suitable object or accessory such as a finger or stylus, or can trigger instructions or operations through voice. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can trigger instructions or operations through external devices such as a mouse, keyboard, and game controller.

[0039] Before describing the implementation methods of the present application in detail, the prior art is first further described.

[0040] When playing a game in which multiple people cooperate to throw projectiles, a player is usually required to mark the throwing area to be thrown, and then send a voice or text message to a teammate through the chat function in the game to send a message that the teammate is needed to help throw the projectile into the throwing area. When the teammate receives the message, he or she will cooperate to throw the projectile into the throwing area. However, on the one hand, the operation of requesting teammates to help throw projectiles is too complicated and cumbersome, which can easily distract players in tense game matches; on the other hand, due to the uneven game levels, teammates often cannot cooperate well to complete the accurate throwing of projectiles. Therefore, how to improve the efficiency and accuracy of teammates cooperating in throwing projectiles has become a technical problem that needs to be solved urgently.

[0041] Based on the above reasons, in order to reduce the operating cost of teammates coordinating in throwing projectiles, improve the efficiency and accuracy of teammates coordinating in throwing projectiles, and thus enhance the player experience, the first embodiment of the present application provides an in-game interaction method, which is applied to an electronic device, which may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an electronic watch, etc., or other electronic devices capable of in-game interaction, which is not specifically limited in the embodiments of the present application.

[0042] In an optional embodiment, when the interactive method in the game is run on a terminal device, the terminal device may include a display screen and a processor, the display screen is used to present the game screen and receive instructions generated by the player acting on the game screen. The game screen may include part of the virtual game scene, which is a virtual world where virtual characters carry out activities. The processor is used to store game applications, run the game, generate game screens, respond to instructions, and control the display of the game screen on the display screen. When the player operates the game screen through the display screen, the game screen can control the local content of the terminal device by responding to the received operation instructions. The terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the display screen of the terminal device, or the graphical user interface can be presented through holographic projection.

[0043] In an optional embodiment, when the interactive method in the game runs on the server, the method can be implemented and executed based on the cloud gaming system. The cloud gaming system refers to a gaming method based on cloud computing. The cloud gaming system includes a server and a client device. The operating body of the game application and the game screen presentation body are separated, and the storage and operation of the interactive method in the game are completed on the server. The game screen presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is a server in the cloud. When playing the game, the player instructs the client to send instructions to the server, and the server controls the running of the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.

[0044] It should be noted that in the embodiments of the present application, the execution subject of the interactive method in the game can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of the execution subject.

[0045] For example, in combination with the above introduction, Figure 1 A game system 100 for implementing an interactive method in a game provided by an embodiment of the present application is shown, and the game system 100 may include at least one terminal 101, at least one server 102, and a network. The terminal 101 held by the player can be connected to the server 102 of different games through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.

[0046] In the above-mentioned game system 100, the terminal 101 is used to install and run the game application. In some cases, the game application may not be installed in advance in the terminal 101, and the player can directly access the game through a client such as a browser. The player uses the registered game account to log in to the game application, and can control the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 101 will send a login request to the server 102, and the server 102 will verify the game account used by the player. At the same time, the server 102 determines the game mechanism corresponding to the game account according to the login request, and returns a login success notification to the terminal 101 after the verification is passed. In the process of the player participating in the game through the game application, the terminal 101 and the server 102 interact with each other, and the terminal 101 sends various information to the server 102. The server 102 determines the display data of the terminal 101 according to the stored game mechanism and the received information, and sends the display data to the terminal 101, so that the display data sent by the server 102 can be displayed to the player through the terminal 101.

[0047] In a possible application scenario, different terminals 101 may be served by different servers 102 , and the servers 102 corresponding to different terminals 101 may be the same server.

[0048] In addition, when the game system 100 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers.

[0049] Among them, the terminal 101 can have one or more multi-touch screens for sensing and obtaining the input of the user through touch or sliding operations performed at multiple points on one or more touch display screens. The terminal 101 can also be connected to a keyboard and / or a mouse and / or a game controller, so that the user can perform interface operations through the keyboard and / or mouse and / or a game controller.

[0050] The network may be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals may also use their own Bluetooth network or hotspot network to connect to other terminals or to a server, etc. In addition, the system 100 may include multiple databases, which are coupled to different servers, and game-related information may be continuously stored in the database when different players play a multi-player game online.

[0051] It should be noted that Figure 1The game system diagram shown is only an example. The game system 100 described in the embodiment of the present application is to more clearly illustrate the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can know that with the evolution of the game system and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.

[0052] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.

[0053] The following, combined Figure 2 to Figure 4 The interactive method in the game provided by the first embodiment of the present application is introduced.

[0054] The interactive method in the game provided by the present application provides a first graphical user interface through a first terminal device, and the first graphical user interface displays at least a part of the game scene, and the game scene includes a first virtual character and a second virtual character, wherein the first virtual character is controlled by the first terminal device, and the second virtual character belongs to the same camp as the first virtual character.

[0055] It can be understood that virtual games refer to applications developed according to the needs of game applications, and the types of games may include but are not limited to at least one of the following: two-dimensional (Two Dimension) game applications, three-dimensional (Three Dimension) game applications, virtual reality (Virtual Reality, VR) game applications, augmented reality (Augmented Reality, AR) game applications, and mixed reality (Mixed Reality, MR) game applications.

[0056] In the embodiment of the present application, the virtual game may specifically include but is not limited to shooting games, survival games, strategy games, sandbox games, etc. In the virtual game, teammates can cooperate to throw virtual projectiles.

[0057] The virtual throwing objects are props that the virtual character can throw to trigger a specified function in the game scene. The virtual throwing objects may include but are not limited to at least one of virtual grenades, virtual incendiary bombs, virtual sticky bombs, virtual smoke bombs, virtual flash bombs, and virtual poison gas bombs.

[0058] The game scene refers to a virtual environment provided for a virtual character to perform game behaviors. The game scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be a two-dimensional virtual environment or a three-dimensional virtual environment, and the virtual environment can be the sky, land, sea, space, etc. In the embodiment of the present application, the game scene displayed in the first graphical user interface can be part or all of the above game scenes.

[0059] The above-mentioned game behaviors may include but are not limited to at least one of adjusting body posture, crawling, walking, running, jumping, driving, picking up, shooting, attacking, throwing, moving, sprinting, and defending.

[0060] The game scene may include a first virtual character and a second virtual character belonging to the same camp. The first virtual character refers to a virtual character controlled by a player holding the first terminal device (hereinafter referred to as the first player), and the virtual character may represent the player's image, including but not limited to at least one of a virtual person, a virtual animal, an anime character, a virtual battleship, a virtual vehicle, a virtual aircraft, and a virtual ship.

[0061] It should be understood that the above-mentioned game scene may also include non-player characters (NPC for short) that are not controlled by the player, and this application does not limit this.

[0062] like Figure 2 , which is a flowchart of an interactive method in a game provided in the first embodiment of the present application, including the following steps S101 to S102.

[0063] Step S101: displaying a first control in the first graphical user interface, wherein the first control is used to indicate that the second virtual character has a virtual throwing object.

[0064] The above-mentioned first control is used to indicate that the second virtual character has a virtual throwing object, and the virtual throwing object owned by the second virtual character can be at least one of the virtual throwing objects described above. For example, the virtual throwing object owned by the second virtual character can be a virtual incendiary bomb, a virtual sticky bomb or a virtual grenade. One virtual throwing object can correspond to one first control. For example, the second virtual character a has a virtual incendiary bomb, and the second virtual character a and the second virtual character b have virtual sticky bombs. Then the first graphical user interface can display a first control 1 for indicating that the second virtual character a has a virtual incendiary bomb, and a first control 2 for indicating that the second virtual character a and the second virtual character b have virtual sticky bombs.

[0065] In an embodiment of the present application, in response to an expansion operation of the throwing list, the throwing list can be expanded in the first graphical user interface, and the above-mentioned first control can be displayed in the throwing list.

[0066] Step S102: In response to a first trigger operation on the first control, a first area is determined in the game scene, and a first throwing prompt information is sent to a second terminal device corresponding to the second virtual character, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw the virtual throwing object to the first area.

[0067] The first player may perform a first trigger operation on the first control, and the first trigger operation may include but is not limited to a shortcut key operation, a voice command operation, an air gesture recognition operation, or a touch operation on the first control. The touch operation may be a click operation, a slide operation, a press operation, or a drag operation, etc. This embodiment does not specifically limit the triggering method of the first trigger operation.

[0068] In response to a first trigger operation on the first control, a first area may be determined in the game scene and first throwing prompt information may be sent to a second terminal device corresponding to the second virtual character.

[0069] The above-mentioned first area is the area where the above-mentioned virtual throwing object is to be thrown. When the first area is determined, the first area can be visible to the first player, for example, the boundary line of the first area is highlighted, or an opaque layer is superimposed on the first area to enable the first player to accurately control the specific position of the first area determined by the first trigger operation in the game scene.

[0070] The first throwing prompt information can be sent from the first terminal device to the server, and then sent from the server to the second terminal device. The first throwing prompt information can include the player ID of the first player and the prop ID of the virtual throwing object. The player ID can be the player serial number of the first player in the game, or the account name of the first player, etc. The prop ID can be the prop name of the virtual throwing object, or the prop number of the virtual throwing object, or the prop icon of the virtual throwing object, etc. For example, if the player ID of the first player is player 1, and the prop ID of the virtual throwing object is a molotov cocktail, the first throwing prompt information can be "Player 1 suggests that you throw a molotov cocktail into this area."

[0071] In an optional specific implementation, the first trigger operation on the first control is a sliding operation starting from the first control and ending at a target position in the first graphical user interface.

[0072] The "determining the first area in the game scene" in step S102 may be: generating the first area in the game scene with the scene position corresponding to the target position in the game scene as the center. The specific form of the first area may be a circle, a rectangle, an irregular shape, etc. For example, if the player performs a sliding operation from the first control to point p in the graphical user interface, a circular area may be generated and displayed in the game scene with point p as the center and a preset distance (such as 2 meters, 3 meters, etc.) as the radius, and the circular area may be determined as the first area.

[0073] like Figure 3 , which is a schematic diagram of an interface for initiating a throwing request on a first terminal device in the interactive method in a game provided in the first embodiment of the present application, Figure 3 The interface (3-a) and the interface (3-b) are included. The interface (3-a) includes a first virtual character 201, a second virtual character 202, a first control 203 and a first control 204. The first control 203 is used to indicate that the second virtual character controlled by the player 2 and the second virtual character controlled by the player 3 both have virtual throwing objects (virtual grenades in the figure), and the first control 204 is used to indicate that the second virtual character controlled by the player 2 has virtual throwing objects (virtual incendiary bombs in the figure). The player 1 who controls the first virtual character 201 can perform a first touch operation on the first control 203 and the first control 204 respectively. For example, when the player 1 performs a sliding operation on the first control as shown in the interface (3-a), the interface (3-a) will be changed to the interface (3-b). At this time, a circular first area 206 will be generated in the graphical user interface with the scene position corresponding to the operation position of the sliding operation as the center of the circle. In addition, the throwing prompt information will be sent to at least one of the second terminal device corresponding to the player 2 and the second terminal device corresponding to the player 3.

[0074] Through the above steps S101 to S104, a throwing request is quickly initiated to the second virtual character through the displayed first control, which reduces the operation cost of initiating a throwing request when teammates cooperate in throwing throwing objects, thereby improving the efficiency of teammates cooperating in throwing throwing objects.

[0075] The first embodiment of the present application provides an interactive method in a game, which provides a first graphical user interface through a first terminal device, wherein the first graphical user interface includes at least part of a game scene, and the game scene includes a first virtual character and a second virtual character, wherein the first virtual character is controlled by the first terminal device, and the second virtual character belongs to the same camp as the first virtual character; the method includes the following steps: displaying a first control in the first graphical user interface, wherein the first control is used to indicate that the second virtual character has a virtual throwing object; in response to a first trigger operation on the first control, determining a first area in the game scene, and sending a first throwing prompt information to a second terminal device corresponding to the second virtual character, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw the virtual throwing object to the first area.

[0076] It can be seen that since the first control is used to indicate that the second virtual character in the same camp as the first virtual character has a virtual throwing object, the player can perform a first trigger operation on the first control to determine the first area in the game scene and conveniently send a throwing prompt message to the second virtual character that has the virtual throwing object. Compared with the method of marking the throwing area first and then inputting voice or text to send a throwing request, the throwing request can be sent through the first control in the embodiment of the present application, which can effectively reduce the operating cost of cooperating between teammates to throw throwing objects, thereby improving the efficiency of cooperating between teammates to throw throwing objects.

[0077] Optionally, when the number of the second virtual characters is 1, the sending of the first throwing prompt information to the second terminal device corresponding to the second virtual characters refers to: sending the first throwing prompt information to the second terminal device corresponding to the one second virtual character.

[0078] Optionally, when there are multiple second virtual characters, the sending of the first throwing prompt information to the second terminal device corresponding to the second virtual character refers to: sending the first throwing prompt information to the second terminal devices corresponding to multiple second virtual characters respectively; or sending the first throwing prompt information to the second terminal device corresponding to the target second virtual character determined from the multiple second virtual characters.

[0079] In this embodiment, when there are multiple second virtual characters with the above-mentioned virtual throwing objects, the first throwing prompt information includes one of a group sending mode and a single sending mode. In the group sending mode, the first throwing prompt information can be sent to each second virtual character in a group, that is, the first throwing prompt information is sent to the second terminal devices corresponding to the multiple second virtual characters respectively; in the single sending mode, the target second virtual character can be determined from the second virtual characters, and the first throwing prompt information can be sent to the second terminal device corresponding to the target second virtual character.

[0080] For example, if the first control is used to indicate that the second virtual character a and the second virtual character b have a virtual sticky bomb, when the first trigger operation is performed on the first control, the first throwing prompt information can be sent to the second virtual character a and the second virtual character b respectively, or the target second virtual character can be determined from the second virtual character a and the second virtual character b, and the first throwing prompt information can be sent to the determined target second virtual character.

[0081] When the first throwing prompt information is configured as a single-shot mode, the target second virtual character can be determined at least by the following method 1, method 2, or method 3:

[0082] Method 1: Determine any one of the second virtual characters as the second virtual character. For example, the second virtual characters include second virtual character a, second virtual character b, and second virtual character c, and the target second virtual character is second virtual character a, second virtual character b, or second virtual character c.

[0083] Method 2: The above-mentioned determining the target second virtual character from multiple second virtual characters refers to: determining the target second virtual character from multiple second virtual characters based on the distance between the first area and the multiple second virtual characters, or the distance between the first virtual character and the multiple second virtual characters.

[0084] In the above-mentioned method 2, the second virtual character closest to the first area can be determined as the target second virtual character, or the second virtual character closest to the first virtual character can be determined as the target second virtual character. For example, the second virtual character includes a second virtual character a, b and c, wherein the second virtual character a is 5 meters away from the first area, the second virtual character b is 8 meters away from the first area, the second virtual character c is 10 meters away from the first area, the second virtual character a is 5 meters away from the first virtual character, the second virtual character b is 4 meters away from the first virtual character, and the second virtual character c is 15 meters away from the first virtual character. When the second virtual character closest to the first area is determined as the target second virtual character, the second virtual character a can be determined as the target second virtual character, and when the second virtual character closest to the first virtual character is determined as the target second virtual character, the second virtual character b can be determined as the target second virtual character.

[0085] This setting method, by sending the first throwing prompt information to the second virtual character closest to the first area or the first virtual character, can enable the second virtual character to reach the first area in a shorter time, or to form better cooperation with the nearby second virtual character, thereby improving the efficiency of cooperation between teammates in throwing projectiles.

[0086] Method three: According to the first trigger operation, multiple teammate identifiers corresponding to the second virtual characters are displayed at corresponding positions of the first area in the first graphical user interface; in response to a selection operation on the teammate identifier, the second virtual character corresponding to the selected first teammate identifier is determined as the target second virtual character.

[0087] In the third method, in response to the first trigger operation on the first control, while the first area is generated in the game scene, the teammate identification corresponding to each second virtual character can be displayed in a floating manner at the corresponding position of the first area in the first graphical user interface (such as the upper position, lower position, left position or right position of the first area). Similar to the player identification of the first player, the teammate identification can be the player serial number of the second virtual character in the game, or the name of the second virtual character, etc.

[0088] Specifically, the teammate identification corresponding to the second virtual character can be displayed in a fan-shaped arrangement at the corresponding position of the first area, and the teammate identification corresponding to the target virtual character can also be displayed in a list form, and this application does not impose any restrictions on this.

[0089] For example, the second virtual character includes a second virtual character a and a second virtual character b. When the first trigger operation is performed on the first control, while the first area is generated, the teammate identifiers corresponding to the second virtual character a and the second virtual character b are displayed above the first area.

[0090] Afterwards, the first player can perform a selection operation on the teammate identifier displayed at the corresponding position in the first area, and the selection operation can be a click operation, a press operation, or a voice command operation. In this way, the virtual character corresponding to the first teammate identifier selected by the selection operation is the target second virtual character. For example, the teammate identifiers of the second virtual character a and the second virtual character b are displayed above the first area, and the first player selects the teammate identifier corresponding to the second virtual character a, then the second virtual character a is the target second virtual character.

[0091] like Figure 4 As shown, it is an interface schematic diagram of an example in which the first player designates a virtual character as the target second virtual character in the interaction method in the game provided by the first embodiment of the present application. The second virtual characters corresponding to the first control 203 are the second virtual character controlled by player 2 and the second virtual character controlled by player 3. When the first player performs a first trigger operation on the first control 203, a first area 206 is generated on the interface, and a teammate identifier 207 corresponding to the second virtual character controlled by player 2 and a teammate identifier corresponding to the second virtual character controlled by player 3 are displayed at the corresponding position of the first area 206. The first player selects the teammate identifier 207, and the second virtual character controlled by player 2 is determined as the target second virtual character.

[0092] In this setting mode, the first player selects a teammate as the target second virtual character and sends the first throwing prompt information to the teammate, which improves the strategy and flexibility in the game.

[0093] In an optional implementation, when the first throwing prompt information is configured as a group sending mode, after sending the first throwing prompt information to the second terminal devices corresponding to the plurality of second virtual characters, the interaction method in the game provided in the first embodiment of the present application may further include the following steps:

[0094] receiving an approval instruction for the first throwing prompt information sent by a target second terminal device among the second terminal devices;

[0095] A cancel display instruction for the first throwing prompt information is sent to other second terminal devices among the second terminal devices except the target second terminal device, so that the other second terminal devices cancel the display of the first throwing prompt information.

[0096] In an embodiment of the present application, when the second terminal device receives the first throwing prompt information sent by the first terminal device, the second terminal device can generate an approval instruction or a rejection instruction for the first throwing prompt information, the approval instruction represents that the second virtual character agrees to cooperate in throwing the above-mentioned virtual throwing object, and the rejection instruction represents that the second virtual character refuses to cooperate in throwing the above-mentioned virtual throwing object.

[0097] When the first terminal device receives an approval instruction for the first throwing prompt information sent by the target second terminal device among the second terminal devices, a cancel display instruction for the first throwing prompt information can be sent to other second terminal devices except the target second terminal device, so that the first throwing prompt information and related information can be canceled on other second terminal devices. The related information can be, for example, a guide mark corresponding to the first area displayed on other second terminal devices based on the first throwing prompt information.

[0098] For example, the first throwing prompt information is sent to the second virtual character a, the second virtual character b and the second virtual character c, and an approval instruction is generated for the first throwing prompt information on the second terminal device corresponding to the second virtual character a. Then, the first throwing prompt information can be canceled on the second terminal devices corresponding to the second virtual character b and the second virtual character c.

[0099] In this setting, if a second virtual character agrees to cooperate in throwing the virtual throwing object, the display of the first throwing prompt information on the corresponding terminal of other second virtual characters will be cancelled, avoiding multiple teammates throwing the virtual throwing object and causing waste of virtual throwing objects.

[0100] In an optional implementation, when the first throwing prompt information is configured as a single-shot mode, after sending the first throwing prompt information to the second terminal device corresponding to the target second virtual character determined from the plurality of second virtual characters, the interaction method in the game provided in the first embodiment of the present application may further include the following steps:

[0101] receiving a rejection instruction for the first throwing prompt information sent by a second terminal device corresponding to the target second virtual character;

[0102] Determine a target third virtual character from among the second virtual characters except the target second virtual character;

[0103] The first throwing prompt information is sent to the second terminal device corresponding to the target third virtual character.

[0104] When the first terminal device receives a rejection instruction for the first throwing prompt information sent by the second terminal device corresponding to the target second virtual character, a target third virtual character can be determined from other second virtual characters except the target second virtual character. The target third virtual character can be any second virtual character among the second virtual characters except the target second virtual character, or the second virtual character among the second virtual characters except the target second virtual character that is closest to the first area, or the second virtual character among the second virtual characters except the target second virtual character that is closest to the first virtual character.

[0105] When the target third virtual character is determined, the first throwing prompt information may be sent to the second terminal device corresponding to the target third virtual character.

[0106] For example, the second virtual character includes the second virtual character a, the second virtual character b and the second virtual character c, and the target second virtual character is the second virtual character a. After the first throwing prompt information is sent to the second virtual character a, a rejection instruction is generated for the first throwing prompt information on the second terminal device corresponding to the second virtual character a. The target third virtual character can be determined from the second virtual character b and the second virtual character c. Assuming that the target third virtual character is the second virtual character b, the first throwing prompt information can be sent to the second terminal device corresponding to the second virtual character b.

[0107] In this setting, if the target second virtual character refuses to cooperate in throwing the virtual throwing object, the first throwing prompt information is sent to the second terminal devices corresponding to other second virtual characters, which greatly improves the efficiency of teammates cooperating in throwing the virtual throwing objects.

[0108] Optionally, the interactive method in the game provided in the first embodiment of the present application may further include the following steps:

[0109] When the first control is displayed, the teammate identifier corresponding to the second virtual character and the prop identifier corresponding to the virtual throwing object are displayed at the corresponding position of the first control.

[0110] The corresponding position of the first control may be a position within the first control or a position outside the first control. When the first control is displayed in the first graphical user interface, the teammate identification corresponding to the second virtual character and the prop identification corresponding to the virtual throwing object may be displayed at the corresponding position of the first control. The teammate identification and the prop identification can refer to the introduction in the above content and will not be repeated here.

[0111] Combined with Figure 3 For introduction, in interface (3-a), the second virtual character corresponding to the first control 203 is the second virtual character controlled by player 2 and the second virtual character controlled by player 3. The first control 203 displays the player number (No. 2) corresponding to player 2 and the player number (No. 3) corresponding to player 3, and the first control 203 displays the corresponding virtual throwing object (virtual grenade) prop icon. The second virtual character corresponding to the first control 204 is the second virtual character controlled by player 2. The first control 204 displays the player number (No. 2) corresponding to player 2, and the first control 204 displays the corresponding virtual throwing object (virtual incendiary bomb) prop icon. Figure 3 In the example, the item icon displayed is the item identifier corresponding to the virtual throwing object, and the player serial number displayed is the teammate identifier corresponding to the second virtual character.

[0112] This setting method intuitively provides the first player with feedback on the type of the virtual projectile indicated by the first control and the teammate who owns the virtual projectile.

[0113] Optionally, the above step S101 may include the following steps:

[0114] In response to the first virtual character and the second virtual character satisfying a preset positional relationship, and the second virtual character possessing a virtual throwing object, a first control is displayed in the first graphical user interface.

[0115] In this embodiment, it can be determined whether there is a second virtual character among the virtual characters of teammates who have the above-mentioned virtual throwing objects, and the distance between the second virtual character and the first virtual character satisfies the preset position relationship. The preset position relationship can specifically be: the distance between the second virtual character and the first virtual character is less than a first distance threshold. The first distance threshold can be, for example, 5 meters, 8 meters, 10 meters, etc., and can be specifically set based on actual conditions. This application does not impose any restrictions on this.

[0116] When the second virtual character exists, the first control may be displayed in the first graphical user interface.

[0117] With this setting, when a teammate within a certain range near the player has a virtual throwing object, the corresponding first control is displayed, avoiding sending the first throwing prompt information to a teammate who is too far away, causing the teammate to be unable to respond to the first throwing prompt information in time, and further improving the efficiency of cooperation between teammates in throwing virtual throwing objects.

[0118] In an optional implementation, the above step S101 may further include the following steps:

[0119] In response to the second virtual character having the virtual throwing object, a first control is displayed in the first graphical user interface.

[0120] In this implementation manner, as long as the teammate virtual character corresponding to the first virtual character possesses the virtual throwing object, the corresponding first control is displayed in the first graphical user interface.

[0121] In an optional implementation, the "sending the first throwing prompt information to the second terminal device corresponding to the second virtual character" in the above step S102 may include the following steps:

[0122] In response to a first position relationship being satisfied between the first virtual character and the second virtual character, or a second position relationship being satisfied between the first area and the second virtual character, first throwing prompt information is sent to a second terminal device corresponding to the second virtual character.

[0123] In this embodiment, in response to the first trigger operation on the first control, while generating the first area, when the first position relationship between the first virtual character and the second virtual character is satisfied, the first throwing prompt information can be sent to the second terminal device corresponding to the second virtual character. The first position relationship can be that the distance between the first virtual character and the second virtual character is less than the second distance threshold.

[0124] Alternatively, in response to the first trigger operation on the first control, while generating the first area, when a second position relationship is satisfied between the first area and the second virtual character, a first throwing prompt information is sent to a second terminal device corresponding to the second virtual character. The second position relationship may be that the distance between the second virtual character and the first area is less than a third distance threshold.

[0125] With this setting, when the second virtual character is within a certain range near the first virtual character, or when the second virtual character is within a certain range near the first area, the first throwing prompt information is sent to the second virtual character, so that the second virtual character can respond to the first throwing prompt information in time and cooperate in throwing the virtual throwing object to the first area.

[0126] Optionally, the first control is further used to indicate that the first virtual character has the virtual throwing object; the interaction method in the game provided in the first embodiment of the present application further includes the following steps:

[0127] In response to a second trigger operation on the first control, the first virtual character is controlled to throw the virtual throwing object to a second area in the game scene.

[0128] It should be noted that when the first virtual character also has the above-mentioned virtual throwing object, the first control is also used to indicate that the first virtual character is used for the virtual throwing object. At this time, the player can perform a second trigger operation on the first control, and the second trigger operation may include but is not limited to a shortcut key operation, a voice command operation, an air gesture recognition operation, or a touch operation on the first control. Among them, the touch operation can be one of a click operation, a slide operation, a press operation, or a drag operation. It should be noted that the second trigger operation and the aforementioned first trigger operation are two different operations on the first control. For example, the first trigger operation is a slide operation, and the second trigger operation is a press operation.

[0129] In this embodiment, in response to the second trigger operation on the first control, a second area may be determined from the game scene, and the second area may be a preset front area corresponding to the first virtual character, so as to control the first virtual character to throw the virtual throwing object to the second area.

[0130] For example, the first control is used to indicate that the second virtual character a and the second virtual character b own a virtual grenade, and is also used to indicate that the first virtual character owns the virtual grenade. The player can perform a first trigger operation of sliding from the first control to a throwing target point in the game scene, thereby determining the first area and sending a first throwing prompt information to at least one of the second virtual character a and the second virtual character b. The player can also press the first control to control the first virtual character to throw the virtual grenade to the second area.

[0131] Furthermore, in the embodiment of the present application, in addition to the first control, the first graphical user interface may also include a third control representing that the first virtual character has another virtual throwing object. Figure 3 As shown in the interface (3-a) in the figure, the graphical user interface includes a third control 205, and the player identification of the first virtual character is displayed at the corresponding position of the third control.

[0132] The first player may perform a fourth trigger operation on the third control, and the fourth trigger operation may include but is not limited to a shortcut key operation, a voice command operation, an air gesture recognition operation, or a touch operation on the third control. The touch operation may be a click operation, a slide operation, a press operation, or a drag operation, etc. This embodiment does not specifically limit the triggering method of the fourth trigger operation.

[0133] In response to a fourth trigger operation on the third control, the first virtual character may be controlled to throw a virtual throwing object indicated by the third control to a second area in the game scene.

[0134] In a specific implementation, the first control and the third control can be displayed separately, for example, the first control can be displayed in green and the third control can be displayed in red. For another example, the first control is displayed normally and the third control is displayed in a raised layer.

[0135] In an embodiment of the present application, after the first throwing prompt information is sent to the second terminal device, the second terminal device displays the guidance mark corresponding to the above-mentioned first area on the second terminal device according to the first throwing prompt information, so that the player holding the second terminal device (hereinafter referred to as the second player) can promptly know the throwing request of the first player, so that the second virtual character throws the virtual throwing object to the first area according to the guidance mark.

[0136] The above is an introduction to the interaction method in the game provided in the first embodiment of the present application.

[0137] The second embodiment of the present application also provides an interaction method in a game, providing a second graphical user interface through a second terminal device, wherein the second graphical user interface includes at least a portion of a game scene, and the game scene includes a first virtual character and a second virtual character, wherein the second virtual character is controlled through the second terminal device, and the first virtual character is controlled through the first terminal device, and the second virtual character belongs to the same camp as the first virtual character.

[0138] It should be noted that the second graphical user interface provided by the second terminal device and the aforementioned first graphical user interface are both graphical user interfaces of the same virtual game presented on different terminal devices, and the game scene displayed on the second graphical user interface may include part or all of the game scene of the virtual game. The game scene may be at least partially the same as the game scene displayed in the first graphical user interface.

[0139] like Figure 5 FIG. 2 is a flowchart of an interactive method in a game provided in a second embodiment of the present application, comprising the following steps S201 and S202:

[0140] Step S201: receiving first throwing prompt information sent by the first terminal device, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw a virtual throwing object to a first area in the game scene.

[0141] Step S202: generating a guidance mark corresponding to the first area at least in the second terminal device according to the first throwing prompt information, so that the second virtual character can throw the virtual throwing object to the first area according to the guidance mark.

[0142] When the second terminal device receives the first throwing prompt information, the guidance mark corresponding to the first area can be displayed in the second graphical user interface to provide visual guidance to the second player, so that the second player can control the second virtual character to throw the virtual throwing object to the first area based on the guidance mark.

[0143] Optionally, the “generating a guidance mark corresponding to the first area in at least the second terminal device” in the above step S202 specifically includes the following steps:

[0144] The first throwing prompt information is displayed in the second graphical user interface, and the first area is identified in a map control in the second graphical user interface, and / or the first area is identified in the game scene.

[0145] In this embodiment, the first throwing prompt information can be displayed in a floating manner in the second graphical user interface, and the guidance mark corresponding to the first area can also be displayed in the following ways: identifying the first area in the game scene, or identifying the first area in the map control (thumbnail map) in the second graphical user interface, or identifying the first area in the game scene and identifying the first area in the map control (thumbnail map) in the second graphical user interface.

[0146] In a specific implementation, marking the first area may include: highlighting the first area, for example, highlighting the boundary line of the first area, or superimposing an opaque layer on the first area.

[0147] like Figure 6 As shown, it is an interface diagram of an example of a second terminal device in the interactive method in the game provided by an embodiment of the present application. The second terminal device is a terminal device for controlling the second virtual character 20. After receiving the first throwing prompt information, the first throwing prompt information 301 can be displayed in a floating manner on the second graphical user interface, and the first area 302 can be identified in the game scene.

[0148] This setting method makes it easy for the second player to promptly obtain the first throwing prompt information sent by the first player through interface feedback and cooperate to complete the throwing in a timely manner, thereby improving the efficiency of teammates coordinating in throwing virtual throwing objects.

[0149] Optionally, before the above step S202, the interactive method in the game provided in the second embodiment of the present application may further include the following step S203:

[0150] Step S203: displaying the first throwing prompt information in the second graphical user interface; and in response to a confirmation operation on the first throwing prompt information, determining that the second virtual character agrees to throw a virtual throwing object to the first area in the game scene.

[0151] In the embodiment of the present application, after the first throwing prompt information is displayed on the second terminal device, the second player can perform a confirmation operation on the second terminal device to agree to throw the first virtual throwing object into the first area.

[0152] In a specific implementation, the confirmation operation may include a shortcut key operation, a voice command operation, an air gesture recognition operation, or a touch operation for a specified control. The touch operation may be a click operation, a slide operation, a press operation, or a drag operation.

[0153] Combined with Figure 6 The confirmation operation is introduced in the attached Figure 6 In the display window of the first throwing prompt information, an approval control 301-2 and a rejection control 301-1 may be included, and the second player may perform the above confirmation operation through the approval control 301-2.

[0154] In response to the above confirmation operation, it can be determined that the second virtual character agrees to throw the virtual throwing object to the first area in the game scene.

[0155] Optionally, when there are multiple second terminal devices, the interactive method in the game provided in the second embodiment of the present application may further include the following steps:

[0156] In response to a confirmation operation of other second terminal devices on the first throwing prompt information, canceling the display of the first throwing prompt information on the target second terminal device, wherein the target second terminal device is a second terminal device other than the other second terminal devices among the plurality of second terminal devices.

[0157] In this embodiment, when the aforementioned confirmation operation is performed on one of the other second terminal devices among the plurality of second terminal devices, the first throwing prompt information displayed on the target second terminal device can be canceled, and the target second terminal device is a second terminal device other than the aforementioned other second terminal devices. That is to say, when a confirmation operation is performed on a second terminal device for the first throwing prompt information, the first throwing prompt information is no longer displayed on the second terminal devices other than the second terminal device that performed the confirmation operation, and the guidance mark corresponding to the first area is no longer displayed, so as to avoid repeated throwing of virtual throwing objects and waste of virtual throwing objects.

[0158] Optionally, the “identifying the first area in the game scene” in step S202 may include the following steps:

[0159] Generating a throwing guidance mark in the game scene;

[0160] The throwing guidance mark is used to indicate that the second virtual character can throw the virtual throwing object into the throwing range of the first area.

[0161] In this embodiment, a throwing guide mark indicating the throwable range corresponding to the first area may be displayed in the game scene, and the position in the throwable range is the position where the virtual throwing object can be thrown into the first area. The throwable range may be a circular range centered on the first area. The throwing guide mark may specifically refer to: the boundary line of the throwable range is highlighted.

[0162] Optionally, the interactive method in the game provided in the second embodiment of the present application may further include the following steps:

[0163] In response to the second virtual character being outside the throwing range indicated by the throwing guidance mark, presenting the throwing guidance mark in a first style;

[0164] In response to the second virtual character entering the throwing range indicated by the throwing guidance mark, the throwing guidance mark is presented in a second style.

[0165] The first style indicates that the second virtual character is currently located at a position where the virtual throwing object cannot be thrown into the first area, and the second style indicates that the second virtual character is currently located at a position where the virtual throwing object can be thrown into the first area. The first style and the second style can be distinguished by color, for example, the first style is red and the second style is green.

[0166] Specifically, presenting the throwing guidance mark in the first style means: presenting the throwing range and / or the first area in the first style. Presenting the throwing guidance mark in the second style means: presenting the throwing range and / or the first area in the second style.

[0167] It can be understood that when the second virtual character enters the throwing range from outside the throwing range, the throwing guidance mark can be changed from the first style to the second style to indicate that the second virtual character has entered a position where the first virtual throwing object can be thrown into the first area from a position where the virtual throwing object cannot be thrown into the first area.

[0168] Optionally, the interactive method in the game provided in the second embodiment of the present application may further include the following steps:

[0169] A throwing distance indicator is displayed in the second graphical user interface, wherein the throwing distance indicator is used to indicate the real-time distance between the second virtual character and the throwing range, and / or to indicate the real-time distance between the second virtual character and the first area.

[0170] In this embodiment, in addition to displaying the throwing guidance mark in the second graphical user interface, a throwing distance mark can also be displayed, and the throwing distance mark is used to indicate the real-time distance between the second virtual character and the throwing range, or to indicate the real-time distance between the second virtual character and the first area, or to indicate the real-time distance between the second virtual character and the throwing range, and to indicate the real-time distance between the second virtual character and the first area. The throwing distance mark can be displayed at a corresponding position of the first area in the second graphical user interface, and the present application does not limit the display position of the throwing distance mark.

[0171] like Figure 7 As shown, it is an interface schematic diagram of an example of a throwing guidance mark in the interactive method in the game provided by an embodiment of the present application, which is presented in the first style, including interface (6-a) and interface (6-b). Interface (6-a) displays an approval control 301-2 and a rejection control 301-1. After the second player touches the approval control 301-2, interface (6-a) will be switched to interface (6-b), and a throwing guidance mark indicating a throwing range 303 (that is, the outer circle of the throwing range 303, as shown by the dotted line in interface (6-b)) will be generated and displayed on the graphical user interface. If the second virtual character 202 is outside the throwing range 303, the throwing range 303 and the first area 302 can be displayed in the first style (for example, red), and the throwing distance mark 304 "throwable within 5 meters" is displayed on the second graphical user interface.

[0172] Optionally, the interaction method in the game provided by the embodiment of the present application may further include the following steps: when the second virtual character is within the throwing range, in response to a throwing instruction, controlling the second virtual character to automatically throw a virtual throwing object into the first area.

[0173] In this embodiment, when the second virtual character is outside the first throwing range, a movement instruction for the second virtual character can be triggered on the second terminal device. The movement instruction can be generated in response to the second player's movement operation on the second virtual character, or can be automatically generated in response to the aforementioned confirmation operation and when it is detected that the second virtual character is outside the throwing range.

[0174] In response to the above movement instruction, the second virtual character may be controlled to move from outside the throwable range to within the throwable range.

[0175] When the second virtual character is within the throwable range, the second virtual character can be controlled to automatically throw the virtual throwing object to the first area in response to the throwing instruction. In this embodiment, in response to the throwing instruction, the second virtual character can be automatically controlled to throw the virtual throwing object to the first area without manual control by the player.

[0176] Optionally, before the above step of “in response to the throwing instruction, controlling the second virtual character to automatically throw the virtual throwing object to the first area”, the interactive method in the game provided in the second embodiment of the present application may further include the following steps:

[0177] When the second virtual character is within the throwable range and is not facing the first area, the second virtual character is controlled to turn from a current direction to face the first area.

[0178] In an embodiment of the present application, when the second virtual character is within the throwing range and is not facing the first area, the second virtual character can be automatically controlled to turn from the current orientation to the first area; alternatively, the second player can initiate a orientation change operation for the second virtual character on the second terminal device, thereby manually controlling the second virtual character to turn from the current orientation to the first area.

[0179] With this arrangement, when the second virtual character is within the throwing range and not facing the first area, by controlling the second virtual character to face the first area, the first virtual throwing object can be thrown into the first area in a timely manner, thereby improving the efficiency of teammates coordinating in throwing virtual throwing objects.

[0180] Furthermore, the interactive method in the game provided in the embodiment of the present application may also include the following steps:

[0181] When the second virtual character is heading toward the first area, a throwing trajectory mark is generated between the second virtual character and the first area, so that the second virtual character can successfully throw a virtual throwing object toward the first area in the direction indicated by the throwing trajectory mark.

[0182] The throwing trajectory mark may be a parabolic mark.

[0183] In this embodiment, when the second virtual character faces the first area, the throwing trajectory mark can be generated and displayed on the second graphical user interface. This setting method facilitates the player to intuitively control whether the virtual throwing object can be successfully thrown into the first area, avoiding game losses caused by throwing the virtual throwing object outside the first area, and this method greatly improves the throwing success rate of the virtual throwing object.

[0184] It should be noted that the aforementioned throwing instruction may be generated in response to the throwing operation of the second player, or may be automatically generated when it is detected that the second virtual character is within the first throwing range.

[0185] In an optional implementation, the interactive method in the game provided in the embodiment of the present application may also include the following steps: based on a confirmation operation for the first throwing prompt information, displaying a second control for throwing the virtual throwing object on the second graphical user interface.

[0186] The above-mentioned throwing instruction can be generated in the following manner: in response to the third trigger operation on the second control, the throwing instruction is generated.

[0187] In this embodiment, in response to the above confirmation operation, a second control for throwing a virtual throwing object can be displayed on the graphical user interface. In this way, when the second virtual character is within the throwing range, a third trigger operation can be performed on the second control to generate a throwing instruction. The third trigger operation includes but is not limited to one of click, press, slide, drag and the like.

[0188] As attached Figure 7 As shown in , after the player performs a trigger operation on the consent control 301-2 in the interface (6-a), the second control 305 shown in the interface (6-b) will be displayed on the graphical user interface. In this way, the player can generate a throwing instruction by performing a third trigger operation on the second control.

[0189] like Figure 8 As shown, it is an interface schematic diagram of an example of generating a throwing instruction on the second terminal device in the interactive method in the game provided by the embodiment of the present application, including interface (7-a) and interface (7-b). In interface (7-a), the second virtual character 202 is located in the throwing range 303, and the second virtual character 202 is currently facing the first area 302. The graphical user interface displays a throwing trajectory mark 307 and a successful throwing mark 306, and the graphical user interface also includes a second control 305. When the second player performs a third trigger operation on the second control 305, the graphical user interface will switch from interface (7-a) to interface (7-b). In interface (7-b), the second virtual character 202 throws a virtual throwing object 308 toward the first area 302.

[0190] Optionally, the “generating a throwing guidance mark in the game scene” in the above step S203 may specifically include the following steps:

[0191] When the second virtual character is outside the throwing range, generating the throwing guidance mark in the game scene;

[0192] When the second virtual character is within the throwing range, the throwing guidance mark is canceled.

[0193] In this embodiment, when the second virtual character is outside the first throwable range, the throwable range corresponding to the first area can be displayed in the game scene. When the second virtual character is within the first throwable range, the throwable range corresponding to the first area is not displayed in the game scene.

[0194] In addition, in response to the confirmation operation for the first throwing prompt information, when the second virtual character is located in the first throwable range and faces the first area, the second virtual character can be automatically controlled to throw the first virtual throwing object to the first area. In response to the confirmation operation for the first throwing prompt information, when the second virtual character is located in the first throwable range and does not face the first area, the second virtual character can be automatically controlled to turn from the current direction to face the first area, and then the second virtual character can be controlled to throw the first virtual throwing object to the first area.

[0195] Combined with Figure 7 In the interface (6-a) in the figure, in response to the confirmation operation for the first throwing prompt information performed through the control 301-2, if the second virtual character 202 is located outside the throwing range corresponding to the first area 302, the throwing range is generated and displayed in the graphical user interface; if the second virtual character 202 is located within the throwing range corresponding to the first area 302 and is facing the first area, the second virtual character 202 is controlled to throw the virtual throwing object to the first area 302; if the second virtual character 202 is located in the first throwing range corresponding to the first area 302 and is not facing the first area, the second virtual character 202 is controlled to turn to face the first area 302 and throw the first virtual throwing object to the first area 302.

[0196] This setting method performs different interface displays when the positional relationship between the second virtual character and the throwing range corresponding to the first area is different, thereby improving the strategy and flexibility in the virtual game.

[0197] In an embodiment of the present application, before the second virtual character is controlled to automatically throw a virtual throwing object to the first area, in addition to displaying the first area and the throwable range in the second graphical user interface, the throwing target point corresponding to the virtual throwing object may also be displayed. After the second virtual character is controlled to automatically throw a virtual throwing object to the first area, the interaction method in the game provided by the second embodiment of the present application may also include the following steps: canceling the display of the first area, the throwable range, and the throwing target point corresponding to the virtual throwing object.

[0198] In summary, the interactive method in the game provided by the first embodiment and the second embodiment of the present application has at least the following advantages: 1. When sending a throwing request, the first player can easily generate the first area through the first control, and send the first throwing prompt information to the second terminal device corresponding to the second virtual character with the virtual throwing object, reducing the communication cost of typing or voice input between players. 2. When the first throwing prompt information is received on the second terminal device, the guidance mark corresponding to the first area is displayed. In this way, even if the second player is a novice player, he can enter the throwing range corresponding to the first area through intuitive visual guidance, and quickly complete the act of throwing virtual throwing objects to the first area by automatically turning to the first area, which greatly reduces the operational threshold of tactical coordination, thereby improving the efficiency of teammates in coordinating and throwing throwing objects.

[0199] Corresponding to the interactive method in the game provided by the first embodiment of the present application, the third embodiment of the present application further provides an interactive device in the game, providing a first graphical user interface through a first terminal device, wherein the first graphical user interface includes at least part of a game scene, and the game scene includes a first virtual character and a second virtual character, wherein the first virtual character is controlled by the first terminal device, and the second virtual character belongs to the same camp as the first virtual character; Fig. 9 As shown, the interactive device 900 in the game includes:

[0200] A display unit 901 is used to display a first control in the first graphical user interface, wherein the first control is used to indicate that the second virtual character has a virtual throwing object;

[0201] The determination unit 902 is used to determine a first area in the game scene in response to a first trigger operation on the first control, and send a first throwing prompt information to a second terminal device corresponding to the second virtual character, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw the virtual throwing object to the first area.

[0202] Optionally, the display unit 901 is specifically used for:

[0203] In response to the first virtual character and the second virtual character satisfying a preset positional relationship, and the second virtual character possessing a virtual throwing object, a first control is displayed in the first graphical user interface.

[0204] Optionally, the display unit 901 is specifically used for:

[0205] In response to the second virtual character having the virtual throwing object, a first control is displayed in the first graphical user interface.

[0206] Optionally, the determining unit 902 is specifically configured to:

[0207] In response to a first position relationship being satisfied between the first virtual character and the second virtual character, or a second position relationship being satisfied between the first area and the second virtual character, first throwing prompt information is sent to a second terminal device corresponding to the second virtual character.

[0208] Optionally, when there are multiple second virtual characters, the determining unit 902 is specifically configured to:

[0209] Sending first throwing prompt information to second terminal devices corresponding to multiple second virtual characters respectively; or

[0210] The first throwing prompt information is sent to a second terminal device corresponding to a target second virtual character determined from the plurality of second virtual characters.

[0211] Optionally, the determining unit 902 is specifically configured to:

[0212] A target second virtual character is determined from among the plurality of second virtual characters based on a distance between the first area and the plurality of second virtual characters, or a distance between the first virtual character and the plurality of second virtual characters.

[0213] Optionally, the interactive device 900 in the game further includes a receiving unit, and the receiving unit is specifically used for:

[0214] receiving an approval instruction for the first throwing prompt information sent by a target second terminal device among the second terminal devices;

[0215] A cancel display instruction for the first throwing prompt information is sent to other second terminal devices among the second terminal devices except the target second terminal device, so that the other second terminal devices cancel the display of the first throwing prompt information.

[0216] Optionally, the receiving unit is further specifically configured to:

[0217] receiving a rejection instruction for the first throwing prompt information sent by a second terminal device corresponding to the target second virtual character;

[0218] Determining a target third virtual character from among the second virtual characters except the target second virtual character;

[0219] The first throwing prompt information is sent to the second terminal device corresponding to the target third virtual character.

[0220] Optionally, the interactive device 900 in the game further includes a control unit, and the control unit is specifically used for:

[0221] In response to a second trigger operation on the first control, the first virtual character is controlled to throw the virtual throwing object to a second area in the game scene.

[0222] Optionally, the determining unit 902 is specifically configured to:

[0223] According to the first trigger operation, displaying a plurality of teammate identifiers corresponding to the second virtual character at corresponding positions of the first area in the first graphical user interface;

[0224] In response to a selection operation on the teammate identifier, the second virtual character corresponding to the selected first teammate identifier is determined as a target second virtual character.

[0225] Corresponding to the interactive method in the game provided by the second embodiment of the present application, the fourth embodiment of the present application further provides an interactive device in the game, providing a second graphical user interface through a second terminal device, wherein the second graphical user interface includes at least part of a game scene, and the game scene includes a first virtual character and a second virtual character, wherein the second virtual character is controlled by the second terminal device, the first virtual character is controlled by the first terminal device, and the second virtual character and the first virtual character belong to the same camp; Fig.10 As shown, the interactive device 1000 in the game includes:

[0226] The receiving unit 1001 is used to receive first throwing prompt information sent by the first terminal device, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw a virtual throwing object to a first area in the game scene;

[0227] The generating unit 1002 is used to generate a guidance mark corresponding to the first area at least in the second terminal device according to the first throwing prompt information, so that the second virtual character can throw the virtual throwing object to the first area according to the guidance mark.

[0228] Optionally, the generating unit 1002 is specifically configured to:

[0229] The first throwing prompt information is displayed in the second graphical user interface, and the first area is identified in a map control in the second graphical user interface, and / or the first area is identified in the game scene.

[0230] Optionally, the generating unit 1002 is further specifically configured to:

[0231] Displaying the first throwing prompt information in the second graphical user interface;

[0232] In response to a confirmation operation on the first throwing prompt information, it is determined that the second virtual character agrees to throw the virtual throwing object to the first area in the game scene.

[0233] Optionally, when there are multiple second terminal devices, the interactive device 1000 in the game further includes a cancellation display unit, and the cancellation display unit is used to:

[0234] In response to a confirmation operation of other second terminal devices on the first throwing prompt information, canceling the display of the first throwing prompt information on the target second terminal device, wherein the target second terminal device is a second terminal device other than the other second terminal devices among the plurality of second terminal devices.

[0235] Optionally, the generating unit 1002 is specifically configured to:

[0236] Generating a throwing guidance mark in the game scene;

[0237] The throwing guidance mark is used to indicate that the second virtual character can throw the virtual throwing object into the throwing range of the first area.

[0238] Optionally, the generating unit 1002 is further specifically configured to:

[0239] In response to the second virtual character being outside the throwing range indicated by the throwing guidance mark, presenting the throwing guidance mark in a first style;

[0240] In response to the second virtual character entering the throwing range indicated by the throwing guidance mark, the throwing guidance mark is presented in a second style.

[0241] Optionally, the generating unit 1002 is further specifically configured to:

[0242] A throwing distance indicator is displayed in the second graphical user interface, wherein the throwing distance indicator is used to indicate the real-time distance between the second virtual character and the throwing range, and / or to indicate the real-time distance between the second virtual character and the first area.

[0243] Optionally, the interactive device 1000 in the game further includes a throwing unit, and the throwing unit is used to:

[0244] When the second virtual character is within the throwable range, in response to a throwing instruction, the second virtual character is controlled to automatically throw a virtual throwing object toward the first area.

[0245] Optionally, the throwing unit is also used for:

[0246] When the second virtual character is within the throwable range and is not facing the first area, the second virtual character is controlled to turn from a current direction to face the first area.

[0247] Optionally, the throwing unit is also used for:

[0248] When the second virtual character is heading toward the first area, a throwing trajectory mark is generated between the second virtual character and the first area, so that the second virtual character can successfully throw a virtual throwing object toward the first area in the direction indicated by the throwing trajectory mark.

[0249] Optionally, the throwing unit is also used for:

[0250] Displaying, on the second graphical user interface, a second control for throwing the virtual throwing object according to a confirmation operation on the first throwing prompt information;

[0251] In response to a third trigger operation on the second control, the throwing instruction is generated.

[0252] Optionally, the generating unit 1002 is specifically configured to:

[0253] When the second virtual character is outside the throwing range, generating the throwing guidance mark in the game scene;

[0254] When the second virtual character is within the throwing range, the throwing guidance mark is canceled.

[0255] Corresponding to the in-game interaction method provided in the first embodiment of the present application or the in-game interaction method provided in the second embodiment of the present application, the fifth embodiment of the present application also provides an electronic device for interaction in a game.

[0256] like Fig.11, which is a structural block diagram of an example of an electronic device for data processing provided in an embodiment of the present application.

[0257] In this embodiment, an optional hardware structure of the electronic device 1100 can be as follows: Fig.11 As shown, it includes: at least one processor 1101, at least one memory 1102 and at least one communication bus 1105; the memory 1102 contains a program 1103 and data 1104.

[0258] The bus 1105 may be a communication device for transmitting data between components inside the electronic device 1100, such as an internal bus (e.g., a CPU-memory bus, where the processor is a central processing unit, or CPU for short), an external bus (e.g., a universal serial bus port, a peripheral component interconnect express port), etc.

[0259] In addition, the electronic device also includes: at least one network interface 1106, at least one peripheral interface 1107. The network interface 1106 provides wired or wireless communication related to an external network 1108 (for example, the Internet, an intranet, a local area network, a mobile communication network, etc.); in some embodiments, the network interface 1106 may include any number of network interface controllers (NICs), radio frequency (RF) modules, repeaters, transceivers, modems, routers, gateways, any combination of wired network adapters, wireless network adapters, Bluetooth adapters, infrared adapters, near field communication (NFC) adapters, cellular network chips, etc.

[0260] The peripheral interface 1107 is used to connect to the peripheral device, and the peripheral device can be the peripheral device 1 ( Fig.11 1109 in), peripheral 2 ( Fig.11 910) and peripheral 3 ( Fig.11 911 in the figure). Peripherals are peripheral devices, which may include but are not limited to cursor control devices (such as mice, touch pads or touch screens), keyboards, displays (such as cathode ray tube displays, liquid crystal displays). Displays or light emitting diode displays, video input devices (such as cameras or communication interfaces coupled to video files), etc.

[0261] The processor 1101 may be a CPU, or an application specific integrated circuit ASIC (Application Specific Integrated Circuit), or one or more integrated circuits configured to implement the embodiments of the present application.

[0262] The memory 1102 may include a high-speed RAM (full name: Random Access Memory) memory, and may also include a non-volatile memory, such as at least one disk memory.

[0263] The processor 1101 calls the program and data stored in the memory 1102 and executes the following steps:

[0264] Displaying a first control in the first graphical user interface, wherein the first control is used to indicate that the second virtual character has a virtual throwing object;

[0265] In response to a first trigger operation on the first control, a first area is determined in the game scene, and a first throwing prompt information is sent to a second terminal device corresponding to the second virtual character, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw the virtual throwing object to the first area. Or

[0266] Receiving first throwing prompt information sent by the first terminal device, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw a virtual throwing object to a first area in the game scene;

[0267] According to the first throwing prompt information, a guidance mark corresponding to the first area is generated at least in the second terminal device, so that the second virtual character can throw the virtual throwing object to the first area according to the guidance mark.

[0268] Corresponding to the interactive method in the game provided in the first embodiment of the present application or the interactive method in the game provided in the second embodiment of the present application, the sixth embodiment of the present application provides a computer-readable storage medium storing a program of the interactive method in the game, the program being executed by a processor to perform the following steps:

[0269] Displaying a first control in the first graphical user interface, wherein the first control is used to indicate that the second virtual character has a virtual throwing object;

[0270] In response to a first trigger operation on the first control, a first area is determined in the game scene, and a first throwing prompt information is sent to a second terminal device corresponding to the second virtual character, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw the virtual throwing object to the first area. Or

[0271] Receiving first throwing prompt information sent by the first terminal device, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw a virtual throwing object to a first area in the game scene;

[0272] According to the first throwing prompt information, a guidance mark corresponding to the first area is generated at least in the second terminal device, so that the second virtual character can throw the virtual throwing object to the first area according to the guidance mark.

[0273] It should be noted that for the detailed description of the methods, devices, electronic devices and computer-readable storage media provided in the second, third, fourth, fifth and sixth embodiments of the present application, reference can be made to the relevant description of the first embodiment of the present application and will not be repeated here.

[0274] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

[0275] In a typical configuration, a node device in a blockchain includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.

[0276] The memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. The memory is an example of a computer-readable medium.

[0277] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), random access memory (RAM) of other attributes, read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage media or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined in this article, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.

[0278] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0279] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.

Claims

1. An interactive method in a game, characterized in that: Providing a first graphical user interface through a first terminal device, wherein the first graphical user interface includes at least a portion of a game scene, wherein the game scene includes a first virtual character and a second virtual character, wherein the first virtual character is controlled through the first terminal device, and the second virtual character and the first virtual character belong to the same camp; the method includes: Displaying a first control in the first graphical user interface, wherein the first control is used to indicate that the second virtual character has a virtual throwing object; In response to a first trigger operation on the first control, a first area is determined in the game scene, and a first throwing prompt information is sent to a second terminal device corresponding to the second virtual character, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw the virtual throwing object to the first area.

2. The method according to claim 1, characterized in that The step of displaying the first control in the first graphical user interface includes: In response to the first virtual character and the second virtual character satisfying a preset positional relationship, and the second virtual character possessing a virtual throwing object, a first control is displayed in the first graphical user interface.

3. The method according to claim 1, characterized in that: The step of displaying the first control in the first graphical user interface includes: In response to the second virtual character having the virtual throwing object, a first control is displayed in the first graphical user interface.

4. The method according to claim 2 or 3, characterized in that: The step of sending the first throwing prompt information to the second terminal device corresponding to the second virtual character includes: In response to a first position relationship being satisfied between the first virtual character and the second virtual character, or a second position relationship being satisfied between the first area and the second virtual character, first throwing prompt information is sent to a second terminal device corresponding to the second virtual character.

5. The method according to claim 1, characterized in that When there are multiple second virtual characters, the step of sending the first throwing prompt information to the second terminal device corresponding to the second virtual character includes: Sending first throwing prompt information to second terminal devices corresponding to multiple second virtual characters respectively; or The first throwing prompt information is sent to a second terminal device corresponding to a target second virtual character determined from the plurality of second virtual characters.

6. The method according to claim 5, characterized in that The step of determining a target second virtual character from a plurality of the second virtual characters comprises: A target second virtual character is determined from among the plurality of second virtual characters based on a distance between the first area and the plurality of second virtual characters, or a distance between the first virtual character and the plurality of second virtual characters.

7. The method according to claim 5, characterized in that After the step of sending the first throwing prompt information to the second terminal devices corresponding to the plurality of second virtual characters respectively, the method further includes: receiving an approval instruction for the first throwing prompt information sent by a target second terminal device among the second terminal devices; A cancel display instruction for the first throwing prompt information is sent to other second terminal devices among the second terminal devices except the target second terminal device, so that the other second terminal devices cancel the display of the first throwing prompt information.

8. The method according to claim 5, characterized in that After the step of sending the first throwing prompt information to the second terminal device corresponding to the target second virtual character determined from the plurality of second virtual characters, the method further includes: receiving a rejection instruction for the first throwing prompt information sent by a second terminal device corresponding to the target second virtual character; Determine a target third virtual character from among the second virtual characters except the target second virtual character; The first throwing prompt information is sent to the second terminal device corresponding to the target third virtual character.

9. The method according to claim 1, characterized in that: The first control is further used to indicate that the first virtual character has a virtual throwing object; the method further includes: In response to a second trigger operation on the first control, the first virtual character is controlled to throw the virtual throwing object to a second area in the game scene.

10. The method according to claim 5, characterized in that The target second virtual character determined from the plurality of second virtual characters comprises: According to the first trigger operation, displaying a plurality of teammate identifiers corresponding to the second virtual character at corresponding positions of the first area in the first graphical user interface; In response to a selection operation on the teammate identifier, the second virtual character corresponding to the selected first teammate identifier is determined as a target second virtual character.

11. An interactive method in a game, characterized in that: Providing a second graphical user interface through a second terminal device, the second graphical user interface including at least part of a game scene, the game scene including a first virtual character and a second virtual character, wherein the second virtual character is controlled through the second terminal device, the first virtual character is controlled through the first terminal device, and the second virtual character and the first virtual character belong to the same camp; the method comprising: Receiving first throwing prompt information sent by the first terminal device, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw a virtual throwing object to a first area in the game scene; According to the first throwing prompt information, a guidance mark corresponding to the first area is generated at least in the second terminal device, so that the second virtual character can throw the virtual throwing object to the first area according to the guidance mark.

12. The method according to claim 11, characterized in that The step of generating a guide mark corresponding to the first area in at least the second terminal device includes: The first throwing prompt information is displayed in the second graphical user interface, and the first area is identified in a map control in the second graphical user interface, and / or the first area is identified in the game scene.

13. The method according to claim 11, characterized in that Before the step of generating a guidance mark corresponding to the first area at least in the second terminal device according to the first throwing prompt information, the method further includes: Displaying the first throwing prompt information in the second graphical user interface; In response to a confirmation operation on the first throwing prompt information, it is determined that the second virtual character agrees to throw the virtual throwing object to the first area in the game scene.

14. The method according to claim 13, characterized in that When there are multiple second terminal devices, the method further includes: In response to a confirmation operation of other second terminal devices on the first throwing prompt information, canceling the display of the first throwing prompt information on the target second terminal device, wherein the target second terminal device is a second terminal device other than the other second terminal devices among the plurality of second terminal devices.

15. The method according to claim 12, characterized in that The step of identifying the first area in the game scene includes: Generating a throwing guidance mark in the game scene; The throwing guidance mark is used to indicate that the second virtual character can throw the virtual throwing object into the throwing range of the first area.

16. The method according to claim 15, characterized in that The method further comprises: In response to the second virtual character being outside the throwing range indicated by the throwing guidance mark, presenting the throwing guidance mark in a first style; In response to the second virtual character entering the throwing range indicated by the throwing guidance mark, the throwing guidance mark is presented in a second style.

17. The method according to claim 15, characterized in that The method further comprises: A throwing distance indicator is displayed in the second graphical user interface, wherein the throwing distance indicator is used to indicate the real-time distance between the second virtual character and the throwing range, and / or to indicate the real-time distance between the second virtual character and the first area.

18. The method according to claim 16, characterized in that The method further comprises: When the second virtual character is within the throwable range, in response to a throwing instruction, the second virtual character is controlled to automatically throw a virtual throwing object toward the first area.

19. The method according to claim 18, characterized in that Before controlling the second virtual character to automatically throw the virtual throwing object to the first area in response to the throwing instruction, the method further includes: When the second virtual character is within the throwable range and is not facing the first area, the second virtual character is controlled to turn from a current direction to face the first area.

20. The method according to claim 19, characterized in that The method further comprises: When the second virtual character is heading toward the first area, a throwing trajectory mark is generated between the second virtual character and the first area, so that the second virtual character can successfully throw a virtual throwing object toward the first area in the direction indicated by the throwing trajectory mark.

21. The method according to claim 18, characterized in that The method further comprises: Displaying, on the second graphical user interface, a second control for throwing the virtual throwing object according to a confirmation operation on the first throwing prompt information; The throwing instruction is generated in the following way: In response to a third trigger operation on the second control, the throwing instruction is generated.

22. The method according to claim 15, characterized in that The step of generating a throwing guidance mark in the game scene includes: When the second virtual character is outside the throwing range, generating the throwing guidance mark in the game scene; When the second virtual character is within the throwing range, the throwing guidance mark is canceled.

23. An interactive device in a game, characterized in that: Providing a first graphical user interface through a first terminal device, wherein the first graphical user interface includes at least a portion of a game scene, wherein the game scene includes a first virtual character and a second virtual character, wherein the first virtual character is controlled through the first terminal device, and the second virtual character and the first virtual character belong to the same camp; the apparatus includes: A display unit, configured to display a first control in the first graphical user interface, wherein the first control is configured to indicate that the second virtual character has a virtual throwing object; A determination unit is used to determine a first area in the game scene in response to a first trigger operation on the first control, and send a first throwing prompt information to a second terminal device corresponding to the second virtual character, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw the virtual throwing object to the first area.

24. An interactive device in a game, characterized in that: Providing a second graphical user interface through a second terminal device, the second graphical user interface includes at least a portion of a game scene, the game scene includes a first virtual character and a second virtual character, wherein the second virtual character is controlled through the second terminal device, the first virtual character is controlled through the first terminal device, and the second virtual character and the first virtual character belong to the same camp; the apparatus includes: A receiving unit, configured to receive first throwing prompt information sent by the first terminal device, wherein the first throwing prompt information is at least used to prompt the second virtual character to throw a virtual throwing object to a first area in the game scene; A generating unit is used to generate a guidance mark corresponding to the first area at least in the second terminal device according to the first throwing prompt information, so that the second virtual character can throw the virtual throwing object to the first area according to the guidance mark.

25. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 10 or claims 11 to 22 is executed.

26. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 10 or claims 11 to 22.