Interaction control method and device in game and terminal equipment

By providing an intuitive graphical user interface in the game, players can complete team mobilization tasks by directly operating objects, solving the problem of long and unintuitive operation links in the existing technology, and improving the gaming experience.

CN119792930APending Publication Date: 2025-04-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411676329.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-21
Publication Date
2025-04-11

AI Technical Summary

Technical Problem

In the existing technology, the operation link of team mobilization tasks is too long and unintuitive, which affects the player's decision-making speed in the game process and leads to a poor sense of game experience.

Method used

By providing a graphical user interface on the terminal device, players can directly operate the object to be interacted to determine the starting object, the target object and the team to be moved, and display the movement animation of the team's mobilization from the starting object to the target object.

Benefits of technology

This method makes the operation process of team mobilizing tasks simpler and more intuitive, reducing the pressure on players to make decisions and improving the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an interaction control method and device in a game, terminal equipment and a computer readable storage medium. The method comprises the following steps: in response to a first operation for a first to-be-interacted object, determining the first to-be-interacted object as a team transfer starting object; in response to a second operation for a second to-be-interacted object, determining the second to-be-interacted object as a team transfer target object, and displaying at least one candidate transfer team which is a first type team corresponding to the first to-be-interacted object; in response to a third operation for the first team, determining the first team as a to-be-called team; and displaying a moving animation of transferring the first team from the first to-be-interacted object to the second to-be-interacted object. The method solves the technical problems that in the prior art, an operation link for deploying team transfer tasks is long and not visual, the decision making speed of players in the game process is affected, and the game experience feeling of the players is poor.
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Description

Technical Field

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

[0002] With the rapid advancement of computer technology and game development technology, the game industry has entered an unprecedented stage of development. The focus of game developers has gradually shifted from improving game functions to improving user experience. User experience of the game is crucial to extending the game life cycle.

[0003] In some games with capture gameplay (such as capturing cities, plots of land, fortresses, etc.), the transfer of teams between two objects is a basic task in game operation. At present, the player's deployment of team transfer tasks includes the following process: first, click on the starting object to call out the operation panel, second, select the pre-issued instructions in the operation panel, third, continue to select one or more pre-mobilized teams in the operation panel or the called-out troop list, fourth, continue to select or set the target object, and fifth, click the confirmation control. The above operation process is relatively cumbersome as a whole, the link is too long, and the player is not intuitive when deploying the team transfer task, which increases the pressure on the player to make quick decisions.

[0004] Therefore, the existing team mobilization task deployment method has long operation links and non-intuitive technical problems, which affects the decision-making speed of players during the game process and leads to poor gaming experience for players. Summary of the invention

[0005] The present application provides an interactive control method, apparatus, terminal device and computer-readable storage medium in a game to solve the technical problem in the prior art that the operation link for deploying team mobilization tasks is long and non-intuitive, which affects the decision-making speed of players in the game process and leads to poor gaming experience for players.

[0006] In a first aspect, an embodiment of the present application provides an interactive control method in a game, wherein a graphical user interface is provided through a terminal device, and content displayed by the graphical user interface includes at least a portion of a game map and a plurality of objects located on the game map, wherein the objects include at least objects to be interacted with, and the method includes: in response to a first operation on a first object to be interacted with, determining the first object to be interacted with as a team mobilization starting object, wherein the first object to be interacted with is any one of the plurality of objects to be interacted with; in response to a second operation on a second object to be interacted with, determining the second object to be interacted with as a team mobilization target object, and displaying at least one candidate mobilization team, wherein the second object to be interacted with is any one of the plurality of objects to be interacted with except the first object to be interacted with, and the candidate mobilization team is a first type of team corresponding to the first object to be interacted with, and the first type of team is used to represent a team controlled by a current game account; in response to a third operation on the first team, determining the first team as a team to be mobilized, wherein the first team is any one or more of the candidate mobilization teams; and displaying a moving animation of the first team mobilizing from the first object to be interacted with to the second object to be interacted with.

[0007] In a second aspect, an embodiment of the present application provides an interactive control device in a game, which provides a graphical user interface through a terminal device, and the content displayed by the graphical user interface includes at least a portion of a game map and multiple objects located on the game map, and the objects at least include objects to be interacted with. The device includes: a starting object determination unit, a target object determination unit, a mobilization team determination unit, and a team mobilization display unit; the starting object determination unit is used to determine the first object to be interacted with as a team mobilization starting object in response to a first operation on a first object to be interacted with, and the first object to be interacted with is any one of the multiple objects to be interacted with; the target object determination unit is used to determine the first object to be interacted with as a team mobilization starting object in response to a second operation on a second object to be interacted with. operation, determining the second object to be interacted with as the target object for team transfer, and displaying at least one candidate transfer team, the second object to be interacted with is any one of the multiple objects to be interacted with except the first object to be interacted with, the candidate transfer team is a first type of team corresponding to the first object to be interacted with, the first type of team is used to represent a team controlled by a current game account; the transfer team determination unit is used to determine the first team as the team to be transferred in response to a third operation on the first team, the first team is any one or more of the candidate transfer teams; the team transfer display unit is used to display a moving animation of the first team being transferred from the first object to be interacted with to the second object to be interacted with.

[0008] In a third aspect, an embodiment of the present application provides a terminal device, comprising: a memory, a processor, and a display; the memory is used to store one or more computer instructions; the processor is used to execute the one or more computer instructions to implement the above method; the display is used to display a graphical user interface.

[0009] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having one or more computer instructions stored thereon, which, when executed by a processor, executes the above method.

[0010] Compared with the prior art, the interactive control method in the game provided by the present application includes: in response to the first operation on the first object to be interacted, the first object to be interacted is determined as the starting object of the team transfer; in response to the second operation on the second object to be interacted, the second object to be interacted is determined as the target object of the team transfer, and at least one candidate transfer team is displayed, and the candidate transfer team is the first type of team corresponding to the first object to be interacted; in response to the third operation on the first team, the first team is determined as the team to be transferred; and the moving animation of the first team from the first object to be interacted to the second object to be interacted is displayed. First, the method determines the starting object of the team transfer, the target object of the team transfer, and the team to be transferred by direct operation on the first object to be interacted, the second object to be interacted, and the first team. Compared with the prior art based on the deployment of the team transfer task by selecting or setting on the operation panel, this method is more intuitive and conducive to the player to make decisions quickly. Second, the process of deploying the team transfer task based on this method includes the determination operation of the starting object of the team transfer, the determination operation of the target object of the team transfer, and the determination operation of the team to be transferred. Compared with the prior art, the operation process provided by this method is simpler and more convenient. Therefore, the interactive control method in the game provided by the present application solves the technical problems existing in the prior art that the operation chain for deploying team mobilization tasks is long and non-intuitive, which affects the decision-making speed of players in the game process and leads to poor gaming experience for players. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] Figure 1 It is an application system diagram of an interactive control method in a game provided by an embodiment of the present application;

[0012] Figure 2 is a flow chart of an interactive control method in a game provided by the first embodiment of the present application;

[0013] FIG3( a ) is a first schematic diagram of an interactive control method in a game provided by the first embodiment of the present application;

[0014] FIG3( b ) is a second schematic diagram of an interactive control method in a game provided by the first embodiment of the present application;

[0015] FIG3( c ) is a third schematic diagram of an interactive control method in a game provided by the first embodiment of the present application;

[0016] FIG3( d ) is a fourth schematic diagram of an interactive control method in a game provided by the first embodiment of the present application;

[0017] FIG3( e ) is a fifth schematic diagram of an interactive control method in a game provided in the first embodiment of the present application;

[0018] FIG3( f ) is a sixth schematic diagram of an interactive control method in a game provided in the first embodiment of the present application;

[0019] FIG. 4( a ) is a first schematic diagram of determining a starting object for a team transfer provided in the first embodiment of the present application;

[0020] FIG4( b ) is a second schematic diagram of determining a starting object for team transfer provided in the first embodiment of the present application;

[0021] FIG5( a ) is a first schematic diagram of determining a target object for team transfer provided by the first embodiment of the present application;

[0022] FIG5( b ) is a second schematic diagram of determining a target object for team transfer provided in the first embodiment of the present application;

[0023] FIG5( c ) is a third schematic diagram of determining a target object for team transfer provided in the first embodiment of the present application;

[0024] FIG5( d ) is a fourth schematic diagram of determining a target object for team transfer provided in the first embodiment of the present application;

[0025] FIG5( e ) is a fifth schematic diagram of determining a target object for team transfer provided in the first embodiment of the present application;

[0026] FIG6( a ) is a first schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0027] FIG6( b ) is a second schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0028] FIG6( c ) is a third schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0029] FIG6( d ) is a fourth schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0030] FIG6( e ) is a fifth schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0031] FIG6( f) is a sixth schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0032] FIG6( g) is a seventh schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0033] FIG. 7( a ) is a first schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0034] FIG. 7( b ) is a second schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0035] FIG7( c ) is a third schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0036] FIG. 7( d ) is a fourth schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0037] FIG7( e ) is a fifth schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0038] FIG7( f ) is a sixth schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0039] FIG. 7( g ) is a seventh schematic diagram of another interactive control method in a game provided in the first embodiment of the present application;

[0040] FIG7( h) is an eighth schematic diagram of another interactive control method in a game provided by the first embodiment of the present application;

[0041] FIG8( a ) is a first schematic diagram showing a team transfer task provided by the first embodiment of the present application;

[0042] FIG8( b ) is a second schematic diagram showing a team mobilization task provided by the first embodiment of the present application;

[0043] FIG8( c ) is a third schematic diagram showing a team mobilization task provided by the first embodiment of the present application;

[0044] Fig. 9 is a structural diagram of an interactive control device in a game provided in a second embodiment of the present application;

[0045] Fig.10 It is a structural diagram of a terminal device provided in the third embodiment of the present application. DETAILED DESCRIPTION

[0046] 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.

[0047] With the rapid development of computer technology and game development technology, the game industry has entered an unprecedented stage of development. Game types are showing an explosive growth trend, from traditional role-playing games (RPG), first-person shooter games (FPS), etc., to new simulation strategy games (SLG), multiplayer online tactical arena games (MOBA), etc. Each game type attracts the participation of a large number of users with the unique gaming experience it can bring to users.

[0048] Simulation Game (SLG) is a popular game type among players. This type of game mainly emphasizes the game experience in terms of strategic planning and business management. Therefore, mobilizing teams between two objects (such as cities, plots of land, fortresses, etc.) (for example, to capture a fortress, to deploy defenses in a city, etc.) is often a task with a high frequency of deployment in the game. Players making quick decisions during the task deployment process is an important factor affecting the player's winning rate and the player's gaming experience.

[0049] At present, the deployment process of the team mobilization task generally includes the following steps: first, click the starting object (such as the first city in the player's camp) in the game map to call out the operation panel; second, select the pre-issued command (such as the mobilization command) in the operation panel; third, continue to select one or more pre-mobilized teams (such as the first team in the player's team) in the operation panel or the called-out troop list; fourth, continue to select or set the target object (such as the second city in the player's camp); fifth, click the confirmation control. After the above team mobilization task is deployed, the pre-mobilized team (such as the first team) will be mobilized from the starting object (such as the first city) to the target object (such as the second city), and the moving animation of the pre-mobilized team (such as the first team) mobilizing from the starting object (such as the first city) to the target object (such as the second city) is displayed on the game map. The above task deployment process is overall cumbersome, the link is too long, and it is not intuitive for players to deploy teams and mobilize tasks. This undoubtedly reduces the speed of player task deployment, increases the pressure on players to make quick decisions, and creates a negative gaming experience for players.

[0050] In view of this, the present application provides an interactive control method in a game. First, the method determines the team mobilization starting object, the team mobilization target object, and the team to be mobilized by direct operations on the first object to be interacted with, the second object to be interacted with, and the first team. Compared with the prior art that deploys team mobilization tasks based on selection or setting on the operation panel, this method is more intuitive and helps players make decisions quickly. Second, the process of deploying team mobilization tasks based on this method includes the determination operation of the team mobilization starting object, the determination operation of the team mobilization target object, and the determination operation of the team to be mobilized. Compared with the prior art, the operation process provided by this method is simpler and more convenient.

[0051] The interactive control method, apparatus, terminal device and computer-readable storage medium in the game described in this application are further described in detail below in conjunction with specific embodiments and drawings.

[0052] Figure 1 1 is an application system diagram of an interactive control method in a game provided by an embodiment of the present application. Figure 1 As shown in (a), the system includes a user terminal 101 and a server terminal 102. The user terminal 101 can be any device such as a smart phone, a tablet computer, a laptop computer, a desktop computer, a personal digital assistant (PDA), etc. The server terminal 102 can be a processing device electrically connected to the user terminal 101, or it can be a server communicatively connected to multiple user terminals 101. The server terminal 102 is deployed with the interactive control method in the game provided by the present application, so that players can be more intuitive, convenient and fast when deploying team mobilization tasks based on the user terminal 101. Figure 1 As shown in (b), the system includes a user terminal 103, and the user terminal 103 can be any device such as a smart phone, a tablet computer, a laptop computer, a desktop computer, a personal digital assistant (PDA), etc. The interactive control method in the game provided in this application is deployed on the user terminal 103, and the user terminal 103 can realize the intuitive, convenient and rapid deployment of the player's team mobilization task based on the method.

[0053] The first embodiment of the present application provides an interactive control method in a game.

[0054] The interactive control method in the game provided in this embodiment provides a graphical user interface through a terminal device. The graphical user interface (GUI) is displayed on the screen of the terminal device, is a user operation interface displayed in a graphical manner, is an interface display form for communication between a person and an electronic device, and enables a user to interact with the electronic device through icons and visual indicators.

[0055] In this embodiment, the content displayed by the graphical user interface includes at least part of the game map. It is understandable that the game map plays a role of navigation and direction guidance in the game. In the simulation strategy game, the player can refer to the virtual resource collection points, virtual character positions, etc. marked in the game map to deploy the game strategy. Generally, the game map can be divided into multiple plots, and each plot is used as a map area to construct the physical space of the game. The part of the game map that the graphical user interface can display depends on the zoom level of the game map. Different zoom levels make the range of the game map that can be displayed in the graphical user interface different, and the amount of surface information that can be displayed is also different. In a specific implementation, the game map is set to five zoom levels of M1, M2, M3, M4, and M5. The conversion between different zoom levels is achieved by raising / lowering the virtual camera. Specifically, the virtual camera is raised, the zoom level of the game map is raised, and the range of the game map that can be displayed in the graphical user interface is expanded and the amount of surface information is increased. It is understandable that increasing the zoom level of the game map, that is, raising the height of the virtual camera, allows more game map areas to enter the field of view of the virtual camera, thereby increasing the range of the game map displayed in the graphical user interface.

[0056] In this embodiment, the content displayed by the graphical user interface also includes multiple objects located on the game map, and the objects include at least objects to be interacted. The objects can be understood as the visualization results of surface information. Optionally, the objects located on the game map include virtual buildings deployed on the game map, such as cities, fortresses, mountains, plots of land, etc., and also include virtual characters that can move on the game map, such as troops, legions, generals, etc. The method provided in this embodiment is to realize the transfer of teams between objects. Therefore, in this embodiment, the objects that can deploy teams in the above objects are defined as objects to be interacted. That is, the objects to be interacted are virtual stronghold objects deployed on the game map, such as bases, cities, plots of land, space stations, etc. By occupying and managing virtual stronghold objects, players can gain advantages and achieve victory in the game. The game strategy deployment can be completed by migrating teams between multiple objects to be interacted. Exemplarily, the team is transferred between two cities, the team is transferred between two plots, and the team is transferred from a fortress to a city.

[0057] Of course, the content displayed in the graphical user interface may also include other functional components (such as teammate lists, message interaction boxes, game backpacks, etc.), other operation controls (such as movement controls, attack controls, skill controls), etc. The game map may also be marked with role identifiers corresponding to virtual characters, such as avatars, etc. The specific details vary depending on different game settings and are not limited here.

[0058] It should be noted that in this embodiment, the interactive control method provided in this embodiment is not limited to the terminal device, and the terminal device can be any device such as a mobile phone, a computer, etc. In some subsequent examples, a mobile phone will be used as an example of a terminal device.

[0059] Figure 2 Flowchart of the interactive control method in the game provided by this embodiment. Figure 2 The interactive control method in the game provided by this embodiment is described in detail. The embodiments described below are used to explain the technical solution of this application and are not intended to be used as limitations for actual use.

[0060] like Figure 2 As shown, the interactive control method in the game provided by this embodiment includes the following steps S210 to S240.

[0061] Step S210, in response to a first operation on a first object to be interacted with, determining the first object to be interacted with as a team mobilization starting object, the first object to be interacted with being any one of a plurality of objects to be interacted with.

[0062] The first operation can be understood as a trigger operation on the first object to be interacted with, which may include any operation type such as clicking, pressing, long pressing, double clicking, sliding, dragging, etc., without specific limitation. The team transfer starting object can be understood as the source object of the team to be transferred when the team is transferred. For example, if team A is transferred from city 1 to city 2, then city 1 is the team transfer starting object. In this embodiment, by executing the first operation on any object to be interacted with, the player can determine the object to be interacted with as the team transfer starting object. In this embodiment, the trigger object of the first operation is defined as the first object to be interacted with.

[0063] Step S220, in response to the second operation on the second object to be interacted with, the second object to be interacted with is determined as a target object for team mobilization, and at least one candidate mobilization team is displayed, the second object to be interacted with is any one of the multiple objects to be interacted with except the first object to be interacted with, the candidate mobilization team is a first type of team corresponding to the first object to be interacted with, and the first type of team is used to represent a team controlled by the current game account.

[0064] The second operation can be understood as a trigger operation on the second object to be interacted with, and may include any operation type such as clicking, pressing, long pressing, double clicking, sliding, dragging, etc., without specific limitation. The team mobilization target object can be understood as the destination object of the team to be mobilized when the team is mobilized. For example, if team A is mobilized from city 1 to city 2, then city 2 is the team mobilization target object. In this embodiment, after the player determines the first object to be interacted with as the starting object of the team mobilization through the first operation on the first object to be interacted with, the player can determine the object to be interacted with as the target object of the team mobilization by executing the second operation on any object to be interacted with other than the first object to be interacted with. In this embodiment, the trigger object of the second operation is defined as the second object to be interacted with.

[0065] After the team transfer target object is determined, one or more candidate transfer teams will be displayed on the graphical user interface. The candidate transfer team is the team corresponding to the first object to be interacted with, specifically, the team currently stationed in the team of the first object to be interacted with and controlled by the current player account. In this embodiment, the team controlled by the current player account is defined as a first type of team. Exemplarily, there are multiple teams stationed in the city 1, including team A, team B, and team C controlled by the current player account. Then, when the team transfer target object is determined, team A, team B, and team C will be displayed on the graphical user interface for the player to select the team to be transferred from team A, team B, and team C. It can be understood that the display of the candidate transfer team is a result of self-triggering in response to the determination of the team transfer target object.

[0066] In an optional implementation, the candidate mobilization team is displayed in the form of a floating window at a location associated with the second object to be interacted with.

[0067] The associated position can be understood as a position related to the second object to be interacted with in physical space, such as: an area adjacent to the second object to be interacted with in the graphical user interface, an area partially overlapping with the second object to be interacted with, and an area having a certain structural relationship with the second object to be interacted with.

[0068] The display of the candidate transfer teams in the form of a floating window can be understood as highlighting the object identifiers corresponding to the candidate transfer objects at the top level of the graphical user interface to facilitate operations on the candidate transfer objects.

[0069] Exemplarily, in response to the second operation on city 2, after city 2 is determined as the target object for team mobilization, team A, team B, and team C controlled by the current player account among the teams garrisoned in city 1 are displayed in floating windows around city 2.

[0070] Step S230: In response to the third operation on the first team, the first team is determined as a team to be mobilized, and the first team is any one or more of the candidate mobilization teams.

[0071] The third operation can be understood as a trigger operation on the first team, and can include any operation type such as clicking, pressing, long pressing, double clicking, sliding, dragging, etc., without specific limitation. The first team can be any one or more of the candidate transfer teams. The team to be transferred can be understood as a team selected by the player to be transferred from the first object to be interacted with to the second object to be interacted with. In this embodiment, the player can determine the first team as the team to be transferred by performing the third operation on the first team in the candidate transfer team.

[0072] Exemplarily, in response to the second operation on city 2, after city 2 is determined as the target object for team transfer, team A, team B, and team C controlled by the current player account among the teams stationed in city 1 are displayed in a floating window around city 2. In response to the third operation on team C and team B, team C and team B are determined as teams to be transferred.

[0073] Step S240: Displaying a moving animation of the first team moving from the first object to be interacted with to the second object to be interacted with.

[0074] After the team mobilization starting object, the team mobilization target object, and the team to be mobilized are determined through the above steps, the team to be mobilized can be mobilized from the team mobilization starting object to the team mobilization target object, that is, the first team can be mobilized from the first object to be interacted with to the second object to be interacted with, and the movement animation of the first team when being mobilized will be displayed on the graphical user interface.

[0075] In an optional implementation, the first operation is a trigger operation for the first object to be interacted with, the second operation is a first sliding operation from the first object to be interacted with to the second object to be interacted with, and the trigger operation and the first sliding operation are operations performed continuously. The third operation is a second sliding operation from the second object to be interacted with to the first team, and the second operation and the second sliding operation are operations performed continuously. It can be understood that the first operation, the second operation, and the third operation are a continuous operation process, specifically, the first object to be interacted with is triggered, and then the first object to be interacted with is slid to the second object to be interacted with, and then the second object to be interacted with is slid to the first team. Optionally, the trigger operation for the first object to be interacted with can be a long press operation acting on the first object to be interacted with.

[0076] It should be noted that sliding from the first object to be interacted with to the second object to be interacted with does not mean dragging the first object to be interacted with, that is, the position of the first object to be interacted with remains unchanged. Based on this, in order to let the player clearly understand the source and path of the sliding operation, in an optional implementation, in response to sliding from the first object to be interacted with to the second object to be interacted with, an indicator line gradually extending from the first object to be interacted with to the second object to be interacted with is displayed. Similarly, in response to sliding from the second object to be interacted with to the first team, an indicator line gradually extending from the second object to be interacted with to the first team is displayed. Optionally, the indicator line can be a dotted line, an arrow line, etc., and can be displayed in a highlighted, colored, etc. form, without specific limitation.

[0077] Through the above steps, players can deploy team mobilization tasks based on direct operations on interactive objects on the game map, which increases the intuitiveness, efficiency and convenience of players' decision-making.

[0078] The above steps are described below by taking a simulation strategy game running on a mobile phone terminal as an example. Fig. 3 is a schematic diagram of an interactive control method in a game provided by this embodiment.

[0079] As shown in FIG. 3( a ), the graphical user interface displays a game map 310 and cities 311 , 312 , 313 , 314 , and 315 located on the game map 310 .

[0080] As shown in FIG. 3( b ), the player wants to mobilize the team in the city 311 , and then long-presses the city 311 to determine the city 311 as the starting object for the team mobilization.

[0081] As shown in FIG3(c), the player wants to transfer the team in the city 311 to the city 314, and then slides from the city 311 to the city 314. Along with the sliding, an indication line 321 extending from the city 311 to the city 314 is displayed on the graphical user interface.

[0082] As shown in Figure 3(d), in response to sliding to city 314, city 314 is determined as the target object for team mobilization, and team 331, team 332, team 333, team 334, and team 335 controlled by the player stationed in city 311 are displayed in the form of floating windows around city 314.

[0083] As shown in FIG3(e), the player wants to transfer team 332 from city 311 to city 314, and then slides from city 314 to team 332, and determines team 332 as the team to be transferred. Along with the sliding, an indication line 322 extending from city 314 to team 332 is displayed on the graphical user interface.

[0084] As shown in FIG3(f), a moving animation of the team 332 moving from the city 311 to the city 314 is displayed on the graphical user interface.

[0085] The following describes in detail various optional implementations of the interactive control method in the above game:

[0086] In some games, various game information will be displayed on the graphical user interface for players to easily obtain. For example, in some simulation strategy games, there are many players participating in the battle, a lot of battlefield information is generated, and the main task of the player is to make game decisions. Therefore, the battlefield information will be visualized on the graphical user interface for players to easily obtain battlefield information and make decisions quickly. This battlefield information may include participating teams, legions, city nameplates, marching routes, etc. This information often at least partially blocks the object to be interacted with, making it difficult for players to accurately trigger the object to be interacted with.

[0087] In an optional implementation, the object identifier of the object to be interacted with is used as a substitute for triggering the object to be interacted with, so that the player can trigger the object to be interacted with more easily. That is, the content displayed by the graphical user interface also includes the object identifier corresponding to the object to be interacted with, and the object identifier is located at the top layer of the graphical user interface. The object identifier can be understood as an identifier that can represent the object to be interacted with, so as to clearly identify and distinguish different objects to be interacted with. Optionally, the object identifier can be an icon, name, number, etc. corresponding to the object to be interacted with. Exemplarily, the object to be interacted with is a city, and the object identifier can be a city nameplate corresponding to the city, or a troop identifier preset in the city nameplate. Based on this, in response to the first operation on the first object to be interacted with, the first object to be interacted with is determined as the starting object for team mobilization, and it can also include: in response to the first operation acting on the object identifier corresponding to the first object to be interacted with, the first object to be interacted with is determined as the starting object for team mobilization. Optionally, the first operation is a long press operation acting on the object identifier corresponding to the first object to be interacted with.

[0088] In an optional implementation, the object identifier displays the number of second-type teams corresponding to the first object to be interacted with, and the second-type teams are used to represent the teams belonging to the camp to which the current game account belongs. The number of teams stationed in the first object to be interacted with of the camp to which the current player account belongs is displayed in the object identifier, so that the player can intuitively understand the garrison status of the teams in his own camp in each object to be interacted with, so as to make more accurate and rapid decisions on the team transfer task. Exemplarily, the object to be interacted with with a large number of second-type teams is determined as the starting object for team transfer, and the team in the object to be interacted with is transferred to the object to be interacted with with a small number of second-type teams.

[0089] FIG. 4 is a schematic diagram of determining a starting object for team transfer provided in this embodiment.

[0090] As shown in FIG4(a), the graphical user interface displays a game map 410, cities 411, 412, 413, 414 and 415 on the game map 410, city nameplates 421, 422, 423, 424 and 425 corresponding to cities 411, 412, 413, 414 and 415, and team logos 431, 432, 433, 434 and 435 set in the city nameplates 421, 422, 423, 424 and 425. Team identification 431, team identification 432, team identification 433, team identification 434, and team identification 435 indicate the number of second type teams (teams in one's own camp) corresponding to city 411, city 412, city 413, city 414, and city 415.

[0091] As shown in FIG4(b), the player finds that there are a large number of teams of his own camp deployed in the city 411, and then long presses the team logo 431 to determine the city 411 as the starting object for team mobilization. Optionally, after the city 411 is determined as the starting object for team mobilization, the city 411 is displayed in a stroked or highlighted form to indicate that the city 411 is in a selected state.

[0092] In an optional implementation, in order to make it easier for players to select the second object to be interacted with in too much game information, a weak adsorption effect is set for the object to be interacted with, that is, when sliding to a certain distance range from the object to be interacted with, the object to be interacted with will be highlighted on the top layer of the graphical user interface, so that the player can more easily and accurately slide to the second object to be interacted with. Based on this, in response to the second operation on the second object to be interacted with, the second object to be interacted with is determined as the target object for team mobilization, which may specifically include: in response to sliding from the first object to be interacted with to within a preset distance threshold from the second object to be interacted with, the second object to be interacted with is displayed on the top layer of the graphical user interface.

[0093] The preset distance threshold can be understood as a standard value for determining whether to activate the weak adsorption effect. For example, the preset distance threshold is 2 cm. Then, when the user slides to within 2 cm of the second object to be interacted with, the second object to be interacted with will be highlighted on the top layer of the graphical user interface. When the user does not slide to within 2 cm of the second object to be interacted with, the second object to be interacted with will still be displayed in the current layer of the graphical user interface. It can be understood that when the user slides to within 2 cm of the second object to be interacted with, but has not yet slid to the second object to be interacted with, and slides in other directions, and the distance between the user and the second object to be interacted with exceeds 2 cm, the weak adsorption effect of the second object to be interacted with will be released.

[0094] FIG. 5 is a schematic diagram of determining a target object for team transfer provided by this embodiment.

[0095] As shown in Fig. 5(a), the graphical user interface displays a game map 510 and cities 511, 512, 513, 514, and 515 located on the game map 510. In response to the player long pressing the city 511, the city 511 is determined as the starting object for team mobilization.

[0096] As shown in FIG5(b), the player wants to transfer the team in the city 511 to the city 514, and then slides from the city 511 to the city 514. Along with the sliding, an indication line 520 extending from the city 511 to the city 514 is displayed on the graphical user interface.

[0097] As shown in FIG. 5( c ), when the player slides past the city 513 , the city 513 is highlighted on the top layer of the graphical user interface because the distance to the city 513 is less than 2 cm (preset distance threshold).

[0098] As shown in FIG5(d), the player continues to slide toward the city 514. Since the distance to the city 513 is greater than 2 cm, the weak adsorption effect of the city 513 is released, and since the distance to the city 514 is less than 2 cm, the city 514 is highlighted on the top layer of the graphical user interface.

[0099] As shown in FIG. 5( e ), the player continues to slide toward the city 514 , and in response to sliding to the city 514 , the city 514 is determined as a target object for the team mobilization.

[0100] For some small-scale battlefields in games, due to the small scope of the game map displayed in the graphical user interface, the appropriate team mobilization target object may not be displayed in the graphical user interface, making it impossible for players to make more accurate decisions. Based on this, in an optional implementation, in response to a first operation on a first object to be interacted with, determining the first object to be interacted with as a team mobilization start object may include: in response to the first operation on the first object to be interacted with, determining the first object to be interacted with as a team mobilization start object, and changing the zoom level of the game map to increase the number of objects displayed in the graphical user interface.

[0101] Exemplarily, when the player performs the first operation on the first object to be interacted with, the zoom level of the game map is changed from the M1 level to the M2 level, and the game map is zoomed out to allow more objects to appear in the graphical user interface.

[0102] In an optional implementation, the object to be interacted with is displayed in a graphical user interface in the form of a model, and the model refers to the three-dimensional form of the object to be interacted with. Presenting the object to be interacted with in the form of a model can increase the three-dimensional sense of the game map. When the zoom level of the game map is changed, the object to be interacted with located on the game map will also be scaled, for example, it will be scaled proportionally with the zoom ratio of the game map. However, since the object to be interacted with in this embodiment is the subject of interaction, if it is scaled proportionally with the zoom ratio of the game map, when the zoom level of the game map is changed to, for example, the M5 level, the object to be interacted with located on the game map will be scaled to be too small, which is not conducive to subsequent operations. Based on this, in this embodiment, changing the zoom level of the game map may specifically include: along with the zooming of the game map, scaling the model corresponding to the object to be interacted with according to a preset scaling rule.

[0103] The preset scaling rule is different from the scaling rule of the game map, and defines how to scale the object to be interacted with as the game map is scaled. Optionally, when the scaling level of the game map is low, scaling in proportion to the scaling ratio of the game map does not affect the interactive effect of the object to be interacted with, the scaling rule of the game map can be used for synchronous scaling. For example, when the game map is changed from the M1 level to the M2 level, the game map is reduced by 0.2 times, then the object to be interacted with can also be reduced by 0.2 times; when the scaling level of the game map is high, scaling in proportion to the scaling ratio of the game map will affect the interactive effect of the object to be interacted with, the object to be interacted with can be scaled at a smaller scaling ratio than the game map, for example, when the game map is changed from the M1 level to the M3 level, the game map is reduced by 0.5 times, then the object to be interacted with can only be reduced by 0.3 times. The specific scaling rule of the object to be interacted with can be set based on the scaling rule of the game map and the size of the corresponding model of the object to be interacted with, and is not specifically limited here.

[0104] In an optional implementation, since the first object to be interacted with has been determined as the starting object for team mobilization when the zoom level of the game map is changed, the subsequent operations do not involve re-operation on the first object to be interacted with. Therefore, in order to save interface space, the first object to be interacted with can be displayed in the form of a plane graphic. The plane graphic refers to the two-dimensional form of the object to be interacted with, and the plane graphic will be attached to the plot of the game map to save interface space and leave more display positions for the models corresponding to other objects to be interacted with. Based on this, along with the zooming of the game map, the model corresponding to the object to be interacted with is scaled according to the preset zooming rules, which can specifically include the following steps S11 to S12:

[0105] Step S11, changing the model corresponding to the first object to be interacted with into a first plane figure.

[0106] Step S12, along with the scaling of the game map, scale the models corresponding to other objects to be interacted with according to a preset scaling rule, and scale the first plane figure corresponding to the first object to be interacted with according to the scaling ratio of the game map. The other objects to be interacted with are objects to be interacted with other than the first object to be interacted with.

[0107] In this embodiment, the plane graphic corresponding to the object to be interacted with is defined as the first plane graphic. Since all objects to be interacted with except the first object to be interacted with may become the second object to be interacted with, all objects to be interacted with except the first object to be interacted with are displayed in the form of models and scaled according to the preset scaling rules. As shown above, the plane graphic is attached to the plot of the game map, so as the game map is scaled, the first plane graphic attached to the plot of the game map will also be scaled in proportion to the scaling ratio of the game map.

[0108] In an optional implementation, the object also includes other objects, which are objects other than the objects to be interacted with, and the other objects are displayed in the graphical user interface in the form of models. Other objects can be teams, legions, etc. that move in the game map, and these objects are displayed in the graphical user interface in the form of models. Since these objects are not interactive objects for the deployment of team mobilization tasks, when the game map is reduced, in order to save interface space, these objects can also be displayed in the form of plane graphics, leaving more display positions for the models corresponding to other objects to be interacted with. Based on this, changing the zoom level of the game map can specifically include the following steps S21 to S22:

[0109] Step S21, changing the models corresponding to other objects into a second plane figure.

[0110] Step S22: along with the scaling of the game map, the second plane graphics corresponding to other objects are scaled at the scaling ratio of the game map.

[0111] In this embodiment, the plane graphics corresponding to other objects are defined as second plane graphics. Since other objects are not objects to be interacted with, other objects are displayed in the form of second plane graphics. As shown above, the plane graphics are attached to the plots of the game map. Therefore, as the game map is scaled, the second plane graphics attached to the plots of the game map will also be scaled in proportion to the scale of the game map.

[0112] FIG6 is a schematic diagram of another interactive control method in a game provided by this embodiment.

[0113] As shown in FIG. 6( a ), the graphical user interface displays a game map 610 , a city 611 and a city 612 located on the game map 610 , and a team 620 located on the game map 610 .

[0114] As shown in FIG6(b), the player wants to mobilize the team in the city 611, and then long-presses the city 611 to determine the city 611 as the starting object for the team mobilization.

[0115] As shown in FIG6(c), in response to the player long pressing the city 611, the zoom level of the game map 610 changes from the M1 level to the M2 level, and more cities are displayed on the graphical user interface, such as city 613, city 614, and city 615. Among them, the city 611 is attached to the M2 level game map 610 in the form of a plane graphic, the cities 612, 613, 614, and 615 are modeled on the M2 level game map 610, and the team 620 is attached to the M2 level game map 610 in the form of a plane graphic.

[0116] As shown in FIG6(d), the player wants to transfer the team in the city 611 to the city 613, and then slides from the city 611 to the city 613. Along with the sliding, an indication line 641 extending from the city 611 to the city 613 is displayed on the graphical user interface.

[0117] As shown in FIG6(e), in response to sliding to city 613, city 613 is determined as a target object for team mobilization, and team 631, team 632, and team 633 controlled by the player stationed in city 611 are displayed in floating windows around city 613.

[0118] As shown in FIG6(f), the player wants to transfer team 632 from city 611 to city 613, and then slides from city 613 to team 632, determining team 632 as the team to be transferred. Along with the sliding, an indication line 642 extending from city 613 to team 632 is displayed on the graphical user interface.

[0119] As shown in FIG6(g), a moving animation of the team 632 moving from the city 611 to the city 613 is displayed on the graphical user interface.

[0120] In an optional implementation, after the step of determining the first object to be interacted with as the starting object for team transfer in response to the first operation on the first object to be interacted with, the method provided in this embodiment may further include: displaying a map level adjustment mark, the map level adjustment mark is used to adjust the zoom level of the game map. Optionally, after the player triggers the first object to be interacted with, the player does not find a suitable team transfer target object in the objects to be interacted with displayed in the graphical user interface, and then the zoom level of the game map can be adjusted based on the map level adjustment mark to display more objects to be interacted with on the graphical user interface. Optionally, after the player triggers the first object to be interacted with and triggers the change of the zoom level of the game map, the player still does not find a suitable team transfer target object in the zoomed game map, and the zoom level of the game map can be adjusted based on the map level adjustment mark to display more objects to be interacted with on the graphical user interface.

[0121] Optionally, the map level adjustment mark is displayed on the graphical user interface in the form of a "+" button and a "-" button. When the player clicks the "+" button, the zoom level of the game map will increase, and when the player clicks the "-" button, the zoom level of the game map will decrease. Optionally, the map level adjustment mark is displayed on the graphical user interface in the form of a scroll wheel. When the player rotates the scroll wheel to the right, the zoom level of the game map will increase, and when the player rotates the scroll wheel to the left, the zoom level of the game map will decrease. The specific implementation form of the map level adjustment mark is not limited here.

[0122] In an optional implementation, the second object to be interacted with is not displayed in the graphical user interface. The method provided in this embodiment may also include: in response to a fourth operation for adjusting the map level mark, changing the zoom level of the game map so that the second object to be interacted with is displayed in the graphical user interface, and the fourth operation is performed synchronously with the first operation or the second operation.

[0123] The operation method of the fourth operation needs to be determined according to the map level adjustment mark, and is not limited here. It can be understood that the player may not find a suitable team transfer target object in the graphical user interface during the process of performing the first operation, such as long pressing the first object to be interacted with and searching for a suitable team transfer target object, or during the process of performing the second operation, such as sliding out of the first object to be interacted with and searching for a suitable team transfer target object. Therefore, the fourth operation is an operation performed synchronously with the first operation or the second operation. Optionally, the player performs the first operation or the second operation with the right hand, and performs the fourth operation synchronously with the left hand.

[0124] FIG. 7 is a schematic diagram of another interactive control method in a game provided by this embodiment.

[0125] As shown in FIG. 7( a ), a game map 710 , and cities 711 and 712 located on the game map 710 are displayed on the graphical user interface.

[0126] As shown in Figure 7(b), the player wants to mobilize the team in the city 711, then long press the city 711, determine the city 711 as the starting object for team mobilization, and display the map level adjustment mark 720 on the graphical user interface. In this figure, the map level adjustment mark 720 is represented by a "+" button and a "-" button.

[0127] As shown in FIG. 7( c ), the player fails to find a suitable target object for team transfer in the city displayed on the graphical user interface, and then long-presses the city 711 and clicks the “+” button of the map level adjustment mark 720 .

[0128] As shown in FIG7(d), in response to the player clicking the "+" button of the map level adjustment mark 720, the zoom level of the game map is increased, so that more cities are displayed on the graphical user interface, such as city 713, city 714, and city 715. Among them, city 714 is the target object of the team transfer desired by the player.

[0129] As shown in FIG7(e), the player then slides from city 711 to city 714. Along with the sliding, an indication line 741 extending from city 711 to city 714 is displayed on the graphical user interface.

[0130] As shown in FIG. 7( f ), in response to sliding to city 714 , city 714 is determined as a target object for team mobilization, and team 731 , team 732 , and team 733 controlled by the player stationed in city 711 are displayed in floating windows around city 714 .

[0131] As shown in FIG7(g), the player wants to transfer team 732 from city 711 to city 714, and then slides from city 714 to team 732, determining team 732 as the team to be transferred. Along with the sliding, an indication line 742 extending from city 714 to team 732 is displayed on the graphical user interface.

[0132] As shown in FIG. 7( h ), a moving animation of team 732 moving from city 711 to city 714 is displayed on the graphical user interface.

[0133] In an optional implementation, after the step of determining the first team as the team to be mobilized in response to the third operation on the first team, the method provided in this embodiment may also include: displaying a team mobilization task list and a confirmation control, the team mobilization task list presenting at least the following information: the first object to be interacted with is used as the starting object of the team mobilization, the second object to be interacted with is used as the target object of the team mobilization, and the first team is used as the team to be mobilized.

[0134] After determining the team mobilization starting object, the team mobilization target object, and the team to be mobilized, the team mobilization task is deployed and completed, and the details of the team mobilization task deployed by the player can be presented to the player, so that the player can confirm again whether the decision in the team mobilization task is accurate. In this embodiment, the details of the team mobilization task are presented to the player by displaying the team mobilization task list. The team mobilization task list can be displayed in a graphical user interface in the form of an interface, a floating window, etc., and the specific presentation form is not limited here. In this embodiment, a confirmation control is also provided for the team mobilization task list. Of course, in addition to the confirmation control, there is also a cancel control. When the player triggers the confirmation control, the deployment decision of the team mobilization task is affirmed, and when the player triggers the cancel control, the deployment decision of the team mobilization task is denied.

[0135] Based on this, displaying the movement animation of the first team moving from the first object to be interacted with to the second object to be interacted with may specifically include: in response to the fifth operation on the confirmation control, moving the first team from the first object to be interacted with to the second object to be interacted with, and displaying the movement animation.

[0136] The fifth operation can be understood as a triggering operation of the confirmation control, which can include any operation type such as clicking, pressing, long pressing, double clicking, sliding, dragging, etc., without specific limitation. The player triggers the confirmation control, indicating that the player confirms the deployment decision of the team transfer task and can continue to execute the team transfer task.

[0137] FIG8 is a schematic diagram showing a team mobilization task provided in this embodiment.

[0138] As shown in Figure 8(a), in response to determining city 811 as the starting object for team mobilization, determining city 812 as the target object for team mobilization, and determining team 850 as the team to be mobilized, a team mobilization task list 820, a confirmation control 830, and a cancel control 840 are displayed on the graphical user interface, and the team mobilization task list 820 shows the deployment status of the team mobilization tasks by the players.

[0139] As shown in FIG. 8( b ), the player confirms that the team mobilization task is deployed accurately and then clicks the confirmation control 830 .

[0140] As shown in FIG8( c ), in response to the player clicking the confirmation control 830 , the team 850 is moved from the city 811 to the city 812 , and a moving animation of the team 850 moving from the city 811 to the city 812 is displayed.

[0141] The above-mentioned first embodiment provides an interactive control method in a game. First, the method determines the team mobilization starting object, the team mobilization target object, and the team to be mobilized by direct operations on the first object to be interacted with, the second object to be interacted with, and the first team. Compared with the prior art that deploys team mobilization tasks based on selection or setting on the operation panel, this method is more intuitive and helps players make decisions quickly. Second, the process of deploying team mobilization tasks based on this method includes the determination operation of the team mobilization starting object, the determination operation of the team mobilization target object, and the determination operation of the team to be mobilized. Compared with the prior art, the operation process provided by this method is simpler and more convenient.

[0142] It should be noted that the examples in the first embodiment are only for explaining the method described in this application and are not intended to be limiting for actual use. The interactive control method in the game provided in this application includes but is not limited to the method described in the first embodiment.

[0143] A second embodiment of the present application provides an interactive control device in a game, which provides a graphical user interface through a terminal device. The content displayed by the graphical user interface includes at least a part of a game map and multiple objects located on the game map, and the objects include at least objects to be interacted with. Fig. 9 It is a schematic diagram of the structure of the interactive control device in the game provided by this embodiment.

[0144] like Fig. 9 As shown, the interactive control device in the game provided by this embodiment includes: a starting object determination unit 901, a target object determination unit 902, a mobilization team determination unit 903, and a team mobilization display unit 904.

[0145] The starting object determining unit 901 is configured to determine, in response to a first operation on a first object to be interacted with, the first object to be interacted with as a team mobilization starting object, wherein the first object to be interacted with is any one of the multiple objects to be interacted with.

[0146] Optionally, in response to the first operation on the first object to be interacted with, determining the first object to be interacted with as the team mobilization starting object includes:

[0147] In response to a first operation on a first object to be interacted with, the first object to be interacted with is determined as a team mobilization starting object, and a zoom level of the game map is changed to increase the number of objects displayed in the graphical user interface.

[0148] Optionally, the object to be interacted with is displayed in the graphical user interface in the form of a model; and the step of changing the zoom level of the game map includes:

[0149] Along with the scaling of the game map, the model corresponding to the object to be interacted with is scaled according to a preset scaling rule.

[0150] Optionally, along with the scaling of the game map, scaling the model corresponding to the object to be interacted with according to a preset scaling rule includes:

[0151] Changing the model corresponding to the first object to be interacted with into a first plane figure;

[0152] Along with the scaling of the game map, the models corresponding to other objects to be interacted with are scaled according to a preset scaling rule, and the first plane figure corresponding to the first object to be interacted with is scaled according to the scaling ratio of the game map. The other objects to be interacted with are objects to be interacted with other than the first object to be interacted with.

[0153] Optionally, the object further includes other objects, the other objects are objects other than the object to be interacted with, and the other objects are displayed in the graphical user interface in the form of models; the changing the zoom level of the game map includes:

[0154] Changing the model corresponding to the other object into a second plane figure;

[0155] Along with the scaling of the game map, the second plane graphics corresponding to the other objects are scaled at the scaling ratio of the game map.

[0156] Optionally, after the step of determining the first object to be interacted with as the team mobilization starting object in response to the first operation on the first object to be interacted with, the method is further configured to:

[0157] A map level adjustment mark is displayed, where the map level adjustment mark is used to adjust the zoom level of the game map.

[0158] Optionally, the second object to be interacted with is not displayed in the graphical user interface, further used for:

[0159] In response to a fourth operation for adjusting the map level, the zoom level of the game map is changed so that the second object to be interacted with is displayed in the graphical user interface, and the fourth operation is performed synchronously with the first operation or the second operation.

[0160] Optionally, the content displayed by the graphical user interface further includes an object identifier corresponding to the object to be interacted with, and the object identifier is located at the top layer of the graphical user interface;

[0161] In response to the first operation on the first object to be interacted with, determining the first object to be interacted with as the team mobilization starting object includes:

[0162] In response to a first operation acting on an object identifier corresponding to the first object to be interacted with, the first object to be interacted with is determined as a team mobilization starting object.

[0163] Optionally, the object identifier displays the number of second-type teams corresponding to the first object to be interacted with, and the second-type teams are used to represent the teams belonging to the game camp of the current game account.

[0164] The target object determination unit 902 is used to determine the second object to be interacted with as a team mobilization target object in response to a second operation on the second object to be interacted with, and display at least one candidate mobilization team, wherein the second object to be interacted with is any one of the multiple objects to be interacted with except the first object to be interacted with, and the candidate mobilization team is a first type of team corresponding to the first object to be interacted with, and the first type of team is used to represent a team controlled by the current game account.

[0165] Optionally, the first operation is a trigger operation for the first object to be interacted with, and the second operation is a first sliding operation of sliding from the first object to be interacted with to the second object to be interacted with, and the trigger operation and the first sliding operation are operations performed continuously;

[0166] In response to the second operation on the second object to be interacted with, determining the second object to be interacted with as a team mobilization target object includes:

[0167] In response to sliding from the first object to be interacted with to the second object to be interacted with, an indication line gradually extending from the first object to be interacted with to the second object to be interacted with is displayed.

[0168] Optionally, in response to the second operation on the second object to be interacted with, determining the second object to be interacted with as a team mobilization target object includes:

[0169] In response to sliding from the first object to be interacted with to within a preset distance threshold from the second object to be interacted with, displaying the second object to be interacted with on a top layer of the graphical user interface.

[0170] The mobilized team determining unit 903 is configured to determine the first team as a team to be mobilized in response to a third operation on the first team, where the first team is any one or more of the candidate mobilized teams.

[0171] Optionally, the candidate mobilization team is displayed in a floating window at a position associated with the second object to be interacted with, and the third operation is a second sliding operation from the second object to be interacted with to the first team, and the second operation and the second sliding operation are operations performed continuously.

[0172] The team transfer display unit 904 is used to display the movement animation of the first team being transferred from the first object to be interacted with to the second object to be interacted with.

[0173] Optionally, after the step of determining the first team as the team to be mobilized in response to the third operation on the first team, the method is further configured to:

[0174] Displaying a team transfer task list and a confirmation control, wherein the team transfer task list at least presents the following information: taking the first object to be interacted with as the team transfer start object, taking the second object to be interacted with as the team transfer target object, and taking the first team as the team to be transferred;

[0175] The displaying of the moving animation of the first team moving from the first object to be interacted with to the second object to be interacted with comprises:

[0176] In response to a fifth operation on the confirmation control, the first team is moved from the first object to be interacted with to the second object to be interacted with, and the moving animation is displayed.

[0177] A third embodiment of the present application provides a terminal device, Fig.10 It is a schematic diagram of the structure of the terminal device provided in this embodiment.

[0178] like Fig.10 As shown, the terminal device provided in this embodiment includes: a memory 1001, a processor 1002, and a display 1003;

[0179] The memory 1001 is used to store computer instructions for executing the interactive control method in the game;

[0180] The processor 1002 is configured to execute computer instructions stored in the memory 1001 to perform the following operations:

[0181] In response to a first operation on a first object to be interacted with, determining the first object to be interacted with as a team mobilization starting object, the first object to be interacted with being any one of the multiple objects to be interacted with;

[0182] In response to a second operation on a second object to be interacted with, determining the second object to be interacted with as a target object for team transfer, and displaying at least one candidate transfer team, wherein the second object to be interacted with is any one of the multiple objects to be interacted with except the first object to be interacted with, and the candidate transfer team is a first type of team corresponding to the first object to be interacted with, and the first type of team is used to represent a team controlled by the current game account;

[0183] In response to a third operation on a first team, determining the first team as a team to be mobilized, wherein the first team is any one or more of the candidate mobilization teams;

[0184] Display a movement animation of the first team moving from the first object to be interacted with to the second object to be interacted with.

[0185] Optionally, in response to the first operation on the first object to be interacted with, determining the first object to be interacted with as the team mobilization starting object includes:

[0186] In response to a first operation on a first object to be interacted with, the first object to be interacted with is determined as a team mobilization starting object, and a zoom level of the game map is changed to increase the number of objects displayed in the graphical user interface.

[0187] Optionally, the object to be interacted with is displayed in the graphical user interface in the form of a model; and the step of changing the zoom level of the game map includes:

[0188] Along with the scaling of the game map, the model corresponding to the object to be interacted with is scaled according to a preset scaling rule.

[0189] Optionally, along with the scaling of the game map, scaling the model corresponding to the object to be interacted with according to a preset scaling rule includes:

[0190] Changing the model corresponding to the first object to be interacted with into a first plane figure;

[0191] Along with the scaling of the game map, the models corresponding to other objects to be interacted with are scaled according to a preset scaling rule, and the first plane figure corresponding to the first object to be interacted with is scaled according to the scaling ratio of the game map. The other objects to be interacted with are objects to be interacted with other than the first object to be interacted with.

[0192] Optionally, the object further includes other objects, the other objects are objects other than the object to be interacted with, and the other objects are displayed in the graphical user interface in the form of models; the changing the zoom level of the game map includes:

[0193] Changing the model corresponding to the other object into a second plane figure;

[0194] Along with the scaling of the game map, the second plane graphics corresponding to the other objects are scaled at the scaling ratio of the game map.

[0195] Optionally, after the step of determining the first object to be interacted with as the team mobilization starting object in response to the first operation on the first object to be interacted with, the following is further performed:

[0196] A map level adjustment mark is displayed, where the map level adjustment mark is used to adjust the zoom level of the game map.

[0197] Optionally, if the second object to be interacted with is not displayed in the graphical user interface, further executing:

[0198] In response to a fourth operation for adjusting the map level, the zoom level of the game map is changed so that the second object to be interacted with is displayed in the graphical user interface, and the fourth operation is performed synchronously with the first operation or the second operation.

[0199] Optionally, the content displayed by the graphical user interface further includes an object identifier corresponding to the object to be interacted with, and the object identifier is located at the top layer of the graphical user interface;

[0200] In response to the first operation on the first object to be interacted with, determining the first object to be interacted with as the team mobilization starting object includes:

[0201] In response to a first operation acting on an object identifier corresponding to the first object to be interacted with, the first object to be interacted with is determined as a team mobilization starting object.

[0202] Optionally, the object identifier displays the number of second-type teams corresponding to the first object to be interacted with, and the second-type teams are used to represent the teams belonging to the game camp of the current game account.

[0203] Optionally, the first operation is a trigger operation for the first object to be interacted with, and the second operation is a first sliding operation of sliding from the first object to be interacted with to the second object to be interacted with, and the trigger operation and the first sliding operation are operations performed continuously;

[0204] In response to the second operation on the second object to be interacted with, determining the second object to be interacted with as a team mobilization target object includes:

[0205] In response to sliding from the first object to be interacted with to the second object to be interacted with, an indication line gradually extending from the first object to be interacted with to the second object to be interacted with is displayed.

[0206] Optionally, in response to the second operation on the second object to be interacted with, determining the second object to be interacted with as a team mobilization target object includes:

[0207] In response to sliding from the first object to be interacted with to within a preset distance threshold from the second object to be interacted with, displaying the second object to be interacted with on a top layer of the graphical user interface.

[0208] Optionally, the candidate mobilization team is displayed in a floating window at a position associated with the second object to be interacted with, and the third operation is a second sliding operation from the second object to be interacted with to the first team, and the second operation and the second sliding operation are operations performed continuously.

[0209] Optionally, after the step of determining the first team as a team to be mobilized in response to the third operation on the first team, further performing:

[0210] Displaying a team transfer task list and a confirmation control, wherein the team transfer task list at least presents the following information: taking the first object to be interacted with as the team transfer start object, taking the second object to be interacted with as the team transfer target object, and taking the first team as the team to be transferred;

[0211] The displaying of the moving animation of the first team moving from the first object to be interacted with to the second object to be interacted with comprises:

[0212] In response to a fifth operation on the confirmation control, the first team is moved from the first object to be interacted with to the second object to be interacted with, and the moving animation is displayed.

[0213] The display 1003 is used to display a graphical user interface.

[0214] A fourth embodiment of the present application provides a computer-readable storage medium, where the computer-readable storage medium includes computer instructions. When the computer instructions are executed by a processor, they are used to implement the methods described in the embodiments of the present application.

[0215] It should be noted that the relational terms such as "first" and "second" in this article are only used to distinguish one entity or operation from another entity or operation, and do not require or imply any actual relationship or order between these entities or operations. In addition, the words "include", "have", "include" and "includes" and other similar forms are the same in meaning, and the end of any one or more items after any of the above words is open-ended, and any of the above nouns does not mean that the one or more items have been exhaustively listed or are limited to the one or more items listed.

[0216] As used herein, unless expressly stated otherwise, the term "or" includes all possible combinations, except those that are not feasible. For example, if it is expressed that a database may include A or B, then unless otherwise specifically stated or not feasible, it may include database A, or B, or A and B. As a second example, if it is expressed that a database may include A, B, or C, then unless otherwise specifically stated or not feasible, the database may include database A, or B, or C, or A and B, or A and C, or B and C, or A, B, and C.

[0217] It is worth noting that the above embodiments can be implemented by hardware or software (program code), or a combination of hardware and software. If implemented by software, it can be stored in the above-mentioned computer-readable medium. When the software is executed by a processor, it can execute the above-mentioned disclosed method. The computing unit and other functional units described in the present disclosure can be implemented by hardware or software, or a combination of hardware and software. Those of ordinary skill in the art will also understand that the above-mentioned multiple modules / units can be combined into one module / unit, and each of the above-mentioned modules / units can be further divided into multiple sub-modules / sub-units.

[0218] In the above detailed description, the embodiments have been described with reference to many specific details, which may vary from implementation to implementation. Certain adaptations and modifications may be made to the embodiments. For those skilled in the art, other embodiments may be readily apparent from the specific embodiments disclosed in the present application. This specification and examples are for exemplary purposes only, and the true scope and essence of the present application are described by the claims. The sequence of steps shown in the diagrams is also for the purpose of explanation only and is not intended to be limited to any particular steps or sequence. Therefore, those skilled in the art will appreciate that these steps may be performed in different orders when implementing the same method.

[0219] In the drawings and detailed description of the present application, exemplary embodiments are disclosed. However, many variations and modifications may be made to these embodiments. Accordingly, although specific terms are used, these terms are only general and descriptive and not for the purpose of limitation.

Claims

1. An interactive control method in a game, characterized in that: A graphical user interface is provided by a terminal device, wherein the content displayed by the graphical user interface includes at least a portion of a game map and a plurality of objects located on the game map, wherein the objects at least include objects to be interacted with, and the method includes: In response to a first operation on a first object to be interacted with, determining the first object to be interacted with as a team mobilization starting object, the first object to be interacted with being any one of the multiple objects to be interacted with; In response to a second operation on a second object to be interacted with, determining the second object to be interacted with as a target object for team transfer, and displaying at least one candidate transfer team, wherein the second object to be interacted with is any one of the multiple objects to be interacted with except the first object to be interacted with, and the candidate transfer team is a first type of team corresponding to the first object to be interacted with, and the first type of team is used to represent a team controlled by the current game account; In response to a third operation on a first team, determining the first team as a team to be mobilized, wherein the first team is any one or more of the candidate mobilization teams; Display a movement animation of the first team moving from the first object to be interacted with to the second object to be interacted with.

2. The method according to claim 1, characterized in that In response to the first operation on the first object to be interacted with, determining the first object to be interacted with as the team mobilization starting object includes: In response to a first operation on a first object to be interacted with, the first object to be interacted with is determined as a team mobilization starting object, and a zoom level of the game map is changed to increase the number of objects displayed in the graphical user interface.

3. The method according to claim 2, characterized in that The object to be interacted with is displayed in the graphical user interface in the form of a model; the changing the zoom level of the game map includes: Along with the scaling of the game map, the model corresponding to the object to be interacted with is scaled according to a preset scaling rule.

4. The method according to claim 3, characterized in that The step of scaling the model corresponding to the object to be interacted with according to a preset scaling rule along with the scaling of the game map includes: Changing the model corresponding to the first object to be interacted with into a first plane figure; Along with the scaling of the game map, the models corresponding to other objects to be interacted with are scaled according to a preset scaling rule, and the first plane figure corresponding to the first object to be interacted with is scaled according to the scaling ratio of the game map. The other objects to be interacted with are objects to be interacted with other than the first object to be interacted with.

5. The method according to claim 2, characterized in that: The object also includes other objects, which are objects other than the object to be interacted with, and are displayed in the graphical user interface in the form of models; The changing the zoom level of the game map includes: Changing the model corresponding to the other object into a second plane figure; Along with the scaling of the game map, the second plane graphics corresponding to the other objects are scaled at the scaling ratio of the game map.

6. The method according to claim 1, characterized in that After the step of determining the first object to be interacted with as a team mobilization starting object in response to the first operation on the first object to be interacted with, the method further includes: A map level adjustment mark is displayed, where the map level adjustment mark is used to adjust the zoom level of the game map.

7. The method according to claim 6, characterized in that The second object to be interacted with is not displayed in the graphical user interface, and the method further includes: In response to a fourth operation for adjusting the map level, the zoom level of the game map is changed so that the second object to be interacted with is displayed in the graphical user interface, and the fourth operation is performed synchronously with the first operation or the second operation.

8. The method according to claim 1, characterized in that The content displayed by the graphical user interface also includes an object identifier corresponding to the object to be interacted with, and the object identifier is located at the top layer of the graphical user interface; In response to the first operation on the first object to be interacted with, determining the first object to be interacted with as the team mobilization starting object includes: In response to a first operation acting on an object identifier corresponding to the first object to be interacted with, the first object to be interacted with is determined as a team mobilization starting object.

9. The method according to claim 8, characterized in that The object identifier displays the number of second-type teams corresponding to the first object to be interacted with, and the second-type teams are used to represent the teams belonging to the game camp of the current game account.

10. The method according to claim 1, characterized in that The first operation is a trigger operation for the first object to be interacted with, the second operation is a first sliding operation from the first object to be interacted with to the second object to be interacted with, and the trigger operation and the first sliding operation are operations performed continuously; In response to the second operation on the second object to be interacted with, determining the second object to be interacted with as a team mobilization target object includes: In response to sliding from the first object to be interacted with to the second object to be interacted with, an indication line gradually extending from the first object to be interacted with to the second object to be interacted with is displayed.

11. The method according to claim 10, characterized in that In response to the second operation on the second object to be interacted with, determining the second object to be interacted with as a team mobilization target object includes: In response to sliding from the first object to be interacted with to within a preset distance threshold from the second object to be interacted with, displaying the second object to be interacted with on a top layer of the graphical user interface.

12. The method according to claim 1, characterized in that The candidate mobilization team is displayed in a floating window at a position associated with the second object to be interacted with, the third operation is a second sliding operation from the second object to be interacted with to the first team, and the second operation and the second sliding operation are continuously performed operations.

13. The method according to claim 1, characterized in that After the step of determining the first team as a team to be mobilized in response to the third operation on the first team, the method further includes: Displaying a team transfer task list and a confirmation control, wherein the team transfer task list at least presents the following information: taking the first object to be interacted with as the team transfer start object, taking the second object to be interacted with as the team transfer target object, and taking the first team as the team to be transferred; The displaying of the moving animation of the first team moving from the first object to be interacted with to the second object to be interacted with comprises: In response to a fifth operation on the confirmation control, the first team is moved from the first object to be interacted with to the second object to be interacted with, and the moving animation is displayed.

14. An interactive control device in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least a part of a game map and a plurality of objects located on the game map, wherein the objects at least include objects to be interacted with, and the apparatus includes: a starting object determination unit, a target object determination unit, a mobilization team determination unit, and a team mobilization display unit; The starting object determining unit is configured to determine, in response to a first operation on a first object to be interacted with, the first object to be interacted with as a team mobilization starting object, wherein the first object to be interacted with is any one of the multiple objects to be interacted with; The target object determination unit is configured to, in response to a second operation on a second object to be interacted with, determine the second object to be interacted with as a target object for team transfer, and display at least one candidate transfer team, wherein the second object to be interacted with is any one of the multiple objects to be interacted with except the first object to be interacted with, and the candidate transfer team is a first type of team corresponding to the first object to be interacted with, and the first type of team is used to represent a team controlled by a current game account; The mobilization team determination unit is configured to determine the first team as a team to be mobilized in response to a third operation on the first team, wherein the first team is any one or more of the candidate mobilization teams; The team transfer display unit is used to display the movement animation of the first team being transferred from the first object to be interacted with to the second object to be interacted with.

15. A terminal device, characterized in that: include: Memory, processor, and display; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the method according to any one of claims 1 to 13; The display is used to display a graphical user interface.

16. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that: When the instruction is executed by a processor, the method according to any one of claims 1 to 13 is performed.