Game interaction method and device, computer equipment and computer readable storage medium
By integrating and quickly displaying virtual objects in the game interface, the problem of players having difficulty quickly positioning and using skills in multiplayer games is solved, and the game interaction efficiency and player experience are improved.
Patent Information
- Application Number
- CN202311348551.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-17
- Publication Date
- 2025-04-18
AI Technical Summary
In a multiplayer-gathering turn-based game, players find it difficult to quickly locate virtual objects controlled by themselves and other players, resulting in complex and inefficient use of game skills and pet skills.
By displaying the current game status of virtual objects in the graphical user interface, integrating and quickly displaying game skill controls for virtual objects that players can control, and allowing players to quickly trigger these controls, simplifying the triggering steps of game skills.
Improves game interaction methods and improves players' gaming experience, allowing players to find and use virtual objects more quickly and easily.
Smart Images

Figure CN119838220A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a game interaction method, apparatus, computer equipment, and computer-readable storage medium. Background Art
[0002] With the continuous development of computer communication technology and the widespread use of terminals such as smartphones, tablets, and laptops, terminals are becoming more diverse and personalized, becoming increasingly indispensable in people's lives and work. To meet people's pursuit of spiritual life, entertainment games that can be played on terminals have emerged. For example, multiplayer online action games, role-playing games (RPGs), tactical competitive games, and shooting competitive games developed based on client or server architectures. In these games, players can control virtual characters on the screen to play the game. Based on the first-person or third-person perspective of the character being controlled, players can perform related actions such as walking, running, jumping, picking up props, and fighting in the game scene. This allows players to experience the visual impact of the game as if they are in the real world, greatly enhancing the initiative and realism of the game.
[0003] Currently, when players participate in a multiplayer turn-based game, multiple player-controlled game objects are displayed on the game interface, and multiple players can manipulate the corresponding game objects to compete in the game. However, in the prior art, because multiple player-controlled game objects are displayed simultaneously on the game interface, it is difficult for multiple players to quickly locate themselves, other players, and NPCs to initiate interactions. As a result, players cannot quickly find the game skills of their controlled virtual objects or the game skills of their pets to perform skill combinations and attacks. This makes player interaction during the game complicated and cumbersome, thus affecting the player's gaming experience and resulting in low game interaction efficiency. Summary of the Invention
[0004] The embodiments of the present application provide a game interaction method, apparatus, computer device, and computer-readable storage medium, which can display the game skill controls of a virtual object and its subordinate virtual objects according to the current game state of the virtual object. The game skill controls of virtual objects that can be controlled by the player can be integrated and displayed quickly. In addition, the player can quickly trigger the game skill controls, which simplifies the triggering steps of the game skill controls, improves the game interaction method, and enhances the player's gaming experience.
[0005] An embodiment of the present application provides a game interaction method, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a first virtual scene, wherein the first virtual scene includes a first virtual object controlled by the terminal device. The method includes:
[0006] In response to a battle trigger instruction, controlling the display of at least a portion of a second virtual scene in the graphical user interface, and displaying the first virtual object and a plurality of attack objects in the second virtual scene;
[0007] In response to a target attack event, displaying a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object on the graphical user interface, wherein the second virtual object has a subordinate relationship with the first virtual object;
[0008] In response to a first operation on a target game skill control, displaying object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface, wherein the target game skill control is the first game skill control or the second game skill control;
[0009] In response to a second operation on a target object identifier in the object identifier, a target attack object corresponding to the target object identifier is determined, and the first virtual object or the second virtual object is controlled to release the target game skill corresponding to the target game skill control to the target attack object.
[0010] Accordingly, an embodiment of the present application further provides a game interaction device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a first virtual scene, wherein the first virtual scene includes a first virtual object controlled by the terminal device, and the game interaction device includes:
[0011] a first control unit, configured to control display of at least a portion of a second virtual scene in the graphical user interface in response to a battle trigger instruction, and to display the first virtual object and a plurality of attack objects in the second virtual scene;
[0012] a first display unit, configured to display, on the graphical user interface, a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object in response to a target attack event, wherein the second virtual object has a subordinate relationship with the first virtual object;
[0013] a second display unit, configured to display, on the graphical user interface, object identifiers corresponding to at least some of the multiple attack targets in response to a first operation on a target game skill control, wherein the target game skill control is the first game skill control or the second game skill control;
[0014] The second control unit is used to determine the target attack object corresponding to the target object identifier in response to a second operation on the target object identifier in the object identifier, and control the first virtual object or the second virtual object to release the target game skill corresponding to the target game skill control to the target attack object.
[0015] Correspondingly, an embodiment of the present application also provides a computer device, including a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program implements any step of the game interaction method when executed by the processor.
[0016] Correspondingly, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, any step of the game interaction method is implemented.
[0017] Embodiments of the present application provide a game interaction method, apparatus, computer device, and computer-readable storage medium, which, in response to a battle trigger instruction, control the display of at least a portion of a second virtual scene in the graphical user interface, and display the first virtual object and multiple attack objects in the second virtual scene; then, in response to a target attack event, display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object on the graphical user interface, wherein the second virtual object has a subordinate relationship with the first virtual object; then, in response to a first operation on the target game skill control, display object identifiers corresponding to at least part of the multiple attack objects on the graphical user interface, wherein the target game skill control is the first game skill control or the second game skill control; finally, in response to a second operation on a target object identifier in the object identifier, determine the target attack object corresponding to the target object identifier, and control the first virtual object or the second virtual object to release the target game skill corresponding to the target game skill control to the target attack object. The embodiments of the present application can display the game skill controls of a virtual object and the game skill controls of its subordinate virtual objects according to the current game status of the virtual object. The game skill controls of the virtual objects that the player can control can be integrated and displayed quickly. In addition, the player can quickly trigger the game skill controls, which simplifies the triggering steps of the game skill controls, improves the game interaction method, and enhances the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0019] Figure 1 This is a scene diagram of the game interaction system provided in an embodiment of the present application.
[0020] Figure 2 This is a flowchart of the game interaction method provided in an embodiment of the present application.
[0021] Figure 3a This is a schematic diagram of an application scenario of the game interaction method provided in an embodiment of the present application.
[0022] Figure 3b This is a schematic diagram of an application scenario of the game interaction method provided in an embodiment of the present application.
[0023] Figure 3cThis is a schematic diagram of an application scenario of the game interaction method provided in an embodiment of the present application.
[0024] Figure 4 This is another application scenario diagram of the game interaction method provided in an embodiment of the present application.
[0025] Figure 5 This is another application scenario diagram of the game interaction method provided in an embodiment of the present application.
[0026] Figure 6 This is another application scenario diagram of the game interaction method provided in an embodiment of the present application.
[0027] Figure 7 This is a structural diagram of a game interaction device provided in an embodiment of the present application.
[0028] Figure 8 It is a structural diagram of the computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0029] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the embodiments described are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative efforts are within the scope of protection of this application.
[0030] The embodiments of the present application provide a game interaction method, device, computer equipment and computer-readable storage medium. Specifically, the game interaction method of the embodiments of the present application can be executed by a computer device, wherein the computer device can be a terminal or server or other device. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0031] For example, when the game interaction method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, by downloading and installing a game application and running it through the terminal device. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch screen and a processor, the touch screen being used to present the graphical user interface and receive operation instructions generated by the user acting on the graphical user interface, the graphical user interface including the game screen, and the processor being used to run the game, generate the graphical user interface, respond to operation instructions, and control the display of the graphical user interface on the touch screen.
[0032] For example, when the game interaction method runs on a server, it can be cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game application runtime and the game screen presentation are separate. The game interaction method is stored and executed on the cloud gaming server. Game screen presentation, on the other hand, is performed on the cloud gaming client. The cloud gaming client is primarily responsible for receiving and sending game data and presenting the game screen. For example, a cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, or personal digital assistant. However, the terminal device that processes the game data is the cloud gaming server in the cloud. When playing a game, the user operates the cloud gaming client to send operational instructions to the cloud gaming server. The cloud gaming server runs the game according to the operational instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0033] See also Figure 1 , Figure 1A schematic diagram of a scenario of a game interaction system provided in an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. A terminal held by a user can be connected to servers of different games via a network. A terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other via different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or servers, etc. For example, multiple users can be online through different terminals and thus connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, multiple databases coupled to different servers, and information related to the game environment can be continuously stored in the databases when different users are playing multi-player games online.
[0034] Embodiments of the present application provide a game interaction method that can be executed by a terminal or a server. The present application embodiments illustrate the game interaction method by a terminal as an example. The terminal may include a touchscreen display and a processor (of course, the terminal may also use peripherals such as a mouse and keyboard as input devices; the touchscreen display is used as an example for this description). The touchscreen display is used to present a graphical user interface (GUI) and receive user-generated operational instructions generated by the GUI. When a user operates the GUI via the touchscreen display, the GUI can control local content on the terminal in response to the received operational instructions, or it can control content on a peer server in response to the received operational instructions. For example, the operational instructions generated by the user operating the GUI include instructions for launching a game application. The processor is configured to launch the game application after receiving the user-provided instruction to launch the game application. Furthermore, the processor is configured to render and draw a GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch-sensitive screen capable of sensing touch or sliding operations performed simultaneously at multiple points on the screen. The user performs a touch operation on the GUI using a finger. Upon detecting the touch operation, the GUI controls different virtual objects in the game's GUI to perform actions corresponding to the touch operation. For example, the game can be any of a casual game, an action game, a role-playing game, a strategy game, a sports game, a puzzle game, and the like. The game may include a virtual game scene depicted on a graphical user interface. Furthermore, the game's virtual scene may include one or more virtual objects, such as virtual objects, controlled by a user (or player). Furthermore, the game's virtual scene may also include one or more obstacles, such as railings, ravines, walls, etc., to restrict the movement of virtual objects, for example, restricting the movement of one or more objects to a specific area within the virtual scene. Optionally, the game's virtual scene also includes one or more elements, such as skills, scores, character health, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, and so on. Furthermore, the graphical user interface may also present one or more indicators to provide information to the player. For example, a game may include a player-controlled virtual object and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects may be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to implement a human-computer game mode. For example, the virtual objects may possess various skills or abilities that the game player can use to achieve their goals. For example, a virtual object may have one or more weapons, props, tools, etc. that can be used to eliminate other objects from the game. Such skills or abilities can be activated by the game player using one of a plurality of preset touch operations with the touch display screen of the terminal.The processor may be configured to present a corresponding game screen in response to an operation instruction generated by a user's touch operation.
[0035] It should be noted that Figure 1 The scene diagram of the game interaction system shown is only an example. The game interaction system and scene described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided by the embodiment of the present application. Ordinary technicians in this field can know that with the emergence of new business scenarios, the technical solution provided by the embodiment of the present application is also applicable to similar technical problems.
[0036] To address the above issues, the present invention provides a method, device, computer device, and computer-readable storage medium for game interaction, which can improve game interaction and enhance the player's gaming experience. The following describes each of these methods in detail. It should be noted that the order in which the following embodiments are described does not limit the preferred order of the embodiments.
[0037] An embodiment of the present application provides a game interaction method, which can be executed by a terminal or a server. This embodiment of the present application uses the example of a game interaction method executed by a terminal to illustrate the method. A graphical user interface can be provided by the terminal device, wherein the graphical user interface displays at least a portion of a first virtual scene, wherein the first virtual scene includes a first virtual object controlled by the terminal device. At least a portion of the first virtual scene is determined based on the visual perspective of the first virtual object controlled by the terminal device. The graphical user interface can also display a portion of a virtual object, wherein the portion of the virtual object is a virtual object displayed within the portion of the virtual scene.
[0038] In an embodiment of the present application, a virtual scene is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual environment can be a simulation environment of the real world, or a semi-simulation and semi-fictitious three-dimensional environment, or a purely fictitious three-dimensional environment. The virtual environment is used for a virtual environment battle between at least two virtual objects, and there are virtual resources available for at least two virtual objects in the virtual environment. One or more virtual objects can be displayed in the virtual scene. The virtual object can be a first virtual object controlled by the player through the terminal, or a friendly virtual object in the same camp as the first virtual object, or an enemy virtual object in the enemy camp with the first virtual object, or an attack object, or an ordinary virtual object of another camp that has no hostile relationship with the first virtual object, or a second virtual object with a subordinate relationship with the first virtual object. A first virtual object, a second virtual object, a friendly virtual object, an ordinary virtual object, and an enemy virtual object can exist simultaneously in the virtual scene. This is for illustration only and is not intended to be limiting.
[0039] A virtual object (or hero) refers to an active object in a virtual environment. A virtual object refers to a virtual object in the game that is controlled by a user or player through a terminal. In the embodiments of the present application, a first virtual object refers to a virtual object in the game that is controlled by the current player through a terminal, i.e., a virtual object controlled by the player on this end. Friendly virtual objects, attack objects, and enemy virtual objects refer to virtual objects in the game that are controlled by other players through their terminals, i.e., virtual objects controlled by players on other ends.
[0040] See also Figure 2 , Figure 2 This is a flowchart of a game interaction method provided in an embodiment of the present application. The specific process of the game interaction method may be as follows: Steps 101 to 104:
[0041] 101. In response to a battle trigger instruction, control displaying at least a portion of a second virtual scene in the graphical user interface, and displaying the first virtual object and a plurality of attack objects in the second virtual scene.
[0042] In an embodiment of the present application, when a computer device detects that a player controls a first virtual object to enter a game match, a battle trigger instruction is generated. In response to the battle trigger instruction, the computer device switches the first virtual scene displayed by the graphical user interface to a second virtual scene, controls the display of at least a portion of the second virtual scene in the graphical user interface, and displays the first virtual object and multiple attack targets in the second virtual scene, wherein the attack target can be a hostile virtual object in the hostile camp of the first virtual object, or an ordinary virtual object (such as a game NPC). The game match can be a turn-based game match, that is, the first virtual object and the attack target take turns to attack in the game.
[0043] Specifically, the graphical user interface displays an object identifier of the first virtual object, and the method further includes:
[0044] In response to a trigger operation for the object identifier, the display position of the first virtual object in the second virtual scene is determined, and a first function page is superimposed and displayed at the display position of the first virtual object, wherein the display position of the first function page is updated in real time according to the display position of the first virtual object, and the first function page is used to display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object.
[0045] See also Figure 3a, in an embodiment of the present application, a terminal device provides a graphical user interface 10, the graphical user interface 10 includes at least part of a second virtual scene 11, and a first virtual object 12 located in the second virtual scene 11 and controlled by the terminal device. When it is detected that the first virtual object 12 enters a target game round (i.e., an attack round), a page display instruction is generated. The computer device responds to the page display instruction for the first virtual object 12 and displays a first function page 13 on the graphical user interface 10, and a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object are displayed on the first function page 13. Among them, the first game skill control corresponding to the first virtual object includes a first character game skill ( Figure 3a represented by "one" in Figure 3a ), a second character game skill ( Figure 3a represented by "two" in <000011,4>), and a third character game skill ( Figure 3a represented by "three" in Figure 3a ). The second game skill control corresponding to the second virtual object includes a first pet game skill ( represented by "1" in
[0046] ), a second pet game skill ( represented by "2" in
[0047] ), and a third pet game skill ( represented by "3" in
[0048] ). Alternatively, when the player controls the first virtual object to enter a game session, the first function page can be displayed on the graphical user interface. Or, the player can perform a touch operation on the object identifier of the first virtual object during the game session, and based on this touch operation, the first function page is displayed on the graphical user interface.
[0049] 102. In response to a target attack event, display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object on the graphical user interface, where the second virtual object has a subordinate relationship with the first virtual object.
[0050] It should be noted that there seems to be some incomplete or unclear parts in the original text, especially the inconsistent references and possible missing information. The translation is done based on the existing text as accurately as possible.In one embodiment, when it is detected that the game match has been entered and it is the attack turn of the attack target, the player can control the first virtual object to pre-select the attack target and the game skill to release to the attack target. Specifically, the computer device can respond to the target attack event and display the first game skill control corresponding to the first virtual object and / or the second game skill control corresponding to the second virtual object on the graphical user interface. Then, in response to the first operation on the target game skill control, the computer device displays the object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface. Then, in response to the second operation on the target object identifier in the object identifier, the computer device determines the target attack object corresponding to the target object identifier. At this time, the computer device has pre-determined the target attack object and the target game skill. When it is detected that the attack turn has switched to the first virtual object, the first virtual object or the second virtual object is controlled to release the target game skill corresponding to the target game skill control to the target attack object.
[0048] In another embodiment, upon detecting the entry into a game match and it being the attack turn of a first virtual object, the player may control the first virtual object to select an attack target and unleash a game skill on the attack target. Specifically, in response to a target attack event, the computer device may display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object on the graphical user interface. Then, in response to a first operation on the target game skill control, the computer device may display object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface. Then, in response to a second operation on a target object identifier among the object identifiers, the computer device may determine the target attack target corresponding to the target object identifier. Having determined the target attack target and target game skill, the computer device may immediately control the first virtual object or the second virtual object to unleash the target game skill corresponding to the target game skill control on the target attack target. Alternatively, if other virtual objects in the first virtual object's camp have not yet completed a skill selection operation, the computer device may wait until all other virtual objects have completed a skill selection operation before controlling the first virtual object or the second virtual object to unleash the target game skill corresponding to the target game skill control on the target attack target.
[0049] In order to quickly locate the position of a virtual object controlled by a player during a game, the step of "displaying a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object on the graphical user interface in response to a target attack event" may include:
[0050] In response to a target attack event, determine the display position of the first virtual object in the second virtual scene, and superimpose and display a first function page at the display position of the first virtual object. The display position of the first function page is updated in real time according to the display position of the first virtual object. The first function page is used to display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object.
[0051] In an embodiment of the present application, when it is detected that the current game round is the attack round of the first virtual object, in response to a target attack event, determine the display position of the first virtual object in the second virtual scene, and superimpose and display a first function page at the display position of the first virtual object. Among them, the first virtual object can be a game character, and the second virtual object can be a virtual pet subordinate to the game character.
[0052] For example, please refer to Figure 3b , the player can control the first virtual object to move from the first position to the second position in the second virtual scene. The computer device responds to the movement operation, moves the first virtual object from the first position to the second position, and the display position of the first function page also moves from the first position to the second position following the movement operation.
[0053] Specifically, the first function page can be displayed at the associated position of the first virtual object. For example, the associated position can be to display the first function page centered on the first virtual object. Both the first function page and the second function page can be roulette wheels. The roulette wheel is composed of two intersecting circles, and each circle is a slidable roller. By sliding the circle, the skill identifiers corresponding to the game skills displayed on the circle can be updated.
[0054] For example, please refer to Figure 3c , the player can perform a sliding operation on the first circle displaying the character game skills on the first function page through the graphical user interface. The computer device responds to the sliding operation, and the first character game skill displayed on the first circle (represented by "one" in Figure 3c ), the second character game skill (represented by "two" in Figure 3c ), the third character game skill (represented by "three" in Figure 3c ) are updated to display the second character game skill (represented by "two" in Figure 3c ), the third character game skill (represented by "three" in Figure 3c ), and the fourth character game skill (represented by "four" in Figure 3cFor another example, the player can slide the second circle showing the pet game skills on the first function page through the graphical user interface, and the computer device responds to the sliding operation and slides the first pet game skills ( Figure 3a The "1" in the second pet game skill ( Figure 3a ), and the third pet game skill ( Figure 3a ), updated to show the second pet game skill ( Figure 3a ), and the third pet game skill ( Figure 3a ), and the third pet game skill (not shown in the figure, but represented by "4").
[0055] Optionally, after displaying a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object on the graphical user interface, upon detecting that a player has performed a long press operation on the first target game control through the graphical user interface, and then, while the long press operation is maintained and not terminated, performs a sliding operation, the computer device obtains a sliding trajectory and an end position of the sliding operation, determines the game control through which the sliding trajectory passes as the second target game control, determines a first target game skill for the first target game control and a second target game skill for the second target game control, forms a game skill combination based on the order in which the game controls were triggered, and displays object identifiers corresponding to at least some of the multiple attack targets on the side of the game skill control at the end position. When the computer device responds to the second operation on the target object identifier in the object identifier, it determines a target attack object corresponding to the target object identifier and controls the first virtual object or the second virtual object to release the game skill combination toward the target attack object.
[0056] 103. In response to a first operation on a target game skill control, object identifiers corresponding to at least some of the multiple attack objects are displayed on the graphical user interface, wherein the target game skill control is the first game skill control or the second game skill control.
[0057] The first operation, second operation, third operation and fourth operation mentioned in the embodiments of the present application may be touch operations generated by the player through a graphical user interface. The touch operations may include a single-click operation, a double-click operation, a long press operation, a drag operation, a sliding operation, and an operation that generates two click operations within a specified time period.
[0058] In a specific embodiment, the step of “displaying object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface in response to a first operation on a target game skill control” may include:
[0059] In response to a first operation on a target game skill control, obtain the position information of at least some of the multiple attack objects and the position information of the first virtual object;
[0060] Based on the position information of at least some of the multiple attack objects and the position information of the first virtual object, respectively determine the relative position relationship between each attack object and the first virtual object;
[0061] Based on the relative position relationship, display object identifiers corresponding to at least some of the multiple attack objects on the graphical user interface.
[0062] Please refer to Figure 4 , in an embodiment of the present application, a terminal device provides a graphical user interface 10, the graphical user interface 10 includes at least part of a second virtual scene 11, and a first virtual object 12 located in the second virtual scene 11 and controlled by the terminal device. When it is detected that the first virtual object 12 enters a target game round, a page display instruction is generated. The computer device responds to the page display instruction for the first virtual object 12 and displays a first function page 13 on the graphical user interface 10. And a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object are displayed on the first function page 13. Among them, the first game skill control corresponding to the first virtual object includes a first character game skill ( Figure 3a represented by "one" in Figure 3a ), a second character game skill ( Figure 3a represented by "two" in Figure 3a ), a third character game skill ( Figure 3a represented by "three" in Figure 3a ), the second game skill control corresponding to the second virtual object includes a first pet game skill ( Figure 3a represented by "1" in ). Then, the player can perform a first operation on the graphical user interface 10. The computer device responds to the first operation on the target game skill control in the game skill controls, that is, responds to the first operation on the first character game skill ( represented by "one" in ), and displays object identifiers 14 corresponding to at least some of the multiple attack objects on the graphical user interface. Among them, the attack objects are virtual objects associated with the first virtual object in the same virtual scene. The object identifiers 14 corresponding to at least some of the attack objects can be character avatar identifiers or character name identifiers. For example, the character avatar identifiers include a first character avatar identifier, a second character avatar identifier, a third character avatar identifier, and a fourth character avatar identifier.
[0063] Optionally, the object identifiers 14 corresponding to at least some of the multiple attack targets can be arranged according to the positional relationship between the attack targets and the first virtual object in the second virtual scene. Alternatively, when the attack targets are enemy virtual objects that are hostile to the first virtual object, the array formation of the enemy virtual objects can be obtained, and the object identifiers corresponding to the multiple enemy virtual objects can be displayed according to the array formation. Alternatively, when the attack targets are friendly virtual objects in the same camp as the first virtual object, the array formation of the friendly virtual objects can be obtained, and the object identifiers corresponding to the multiple friendly virtual objects can be displayed according to the array formation.
[0064] Furthermore, in order to enable players to distinguish the character type of the attack target, the display parameters of the object identifier of the attack target can also be adjusted according to the character type of the attack target, and the display color or display shape of the object identifier of the attack target can be adjusted. For example, the character type can include physical attack type, spell attack type and auxiliary attack type. The display color of the first object identifier of the physical attack type is red, the display color of the first object identifier of the spell attack type is blue, and the display color of the first object identifier of the auxiliary attack type is green. The candidate virtual objects include the first attack target, the second attack target, the third attack target and the fourth attack target. If the first attack target is a spell attack type, the object identifier of the first attack target is blue; if the second attack target is an auxiliary attack type, the object identifier of the second attack target is green; if the third attack target is a spell attack type, the object identifier of the third attack target is blue; if the fourth attack target is a physical attack type, the object identifier of the fourth attack target is red.
[0065] In another specific embodiment, in order to enable targeted selection of enemy virtual objects, the step of "displaying object identifiers corresponding to at least some of the multiple attack objects on the graphical user interface in response to a first operation on a target game skill control" may include:
[0066] In response to a first operation on a target game skill control, obtaining object attribute information of each of the plurality of attack objects;
[0067] determining an arrangement order of each attack object in the plurality of attack objects based on the object attribute information of each attack object and a first object sorting rule;
[0068] Based on the arrangement order of the attack objects, object identifiers corresponding to at least some of the attack objects among the multiple attack objects are displayed on the graphical user interface.
[0069] In one embodiment, the step of “displaying, on the graphical user interface, object identifiers corresponding to at least some of the multiple attack targets in response to a first operation on a target game skill control” may include:
[0070] In response to a first operation on a target game skill control, object identifiers corresponding to at least some of the multiple attack objects are displayed in a preset display area on the graphical user interface.
[0071] Optionally, the step of “displaying object identifiers corresponding to at least some of the multiple attack targets in a preset display area on the graphical user interface in response to a first operation on a target game skill control” may include:
[0072] In response to a first operation on a target game skill control, determining a display position of the target game skill control on the graphical user interface;
[0073] determining a target display position on the graphical user interface based on the display position and a preset display distance;
[0074] A preset display area is displayed based on the target display position, wherein object identifiers corresponding to at least some of the multiple attack objects are displayed in the preset display area.
[0075] In another embodiment, the method further comprises:
[0076] In response to a first operation on a target game skill control, determining a plurality of third virtual objects in the second virtual scene, wherein the third virtual objects are virtual objects of the same camp as the first virtual object;
[0077] Obtaining an object life value of each third virtual object among a plurality of third virtual objects;
[0078] determining an arrangement order of the third virtual objects in the plurality of third virtual objects based on the object health value of each third virtual object and the second object sorting rule;
[0079] Based on the arrangement order of the third virtual objects, an object identifier corresponding to each of the plurality of third virtual objects is displayed on the graphical user interface.
[0080] 104. In response to a second operation on a target object identifier in the object identifier, determine a target attack object corresponding to the target object identifier, and control the first virtual object or the second virtual object to release a target game skill corresponding to the target game skill control to the target attack object.
[0081] In an embodiment of the present application, the player can perform a second operation on the target object identifier on the graphical user interface. When the computer device detects the second operation on the target object identifier on the graphical user interface, it determines the target virtual object corresponding to the target object identifier and controls the first virtual object to release the target game skill corresponding to the target game skill control to the target virtual object.
[0082] In addition to the above description of the game interaction method, another feasible embodiment of the game interaction method of the present application will be further described below by way of example. The specific embodiment of the game interaction method is as follows:
[0083] In another embodiment, before the step of “in response to a combat trigger instruction, controlling the display of at least a portion of a second virtual scene in the graphical user interface, and displaying the first virtual object and a plurality of attack objects in the second virtual scene”, the method may include:
[0084] When it is detected that the first virtual object is in a non-game combat state, in response to a page display instruction for the first virtual object, displaying a second function page on the graphical user interface, wherein candidate object identifiers of a plurality of candidate virtual objects are displayed on the second function page, and the candidate virtual objects are virtual objects associated with the first virtual object in the same virtual scene;
[0085] In response to a third operation on a target candidate object identifier among the multiple candidate object identifiers, a target virtual object corresponding to the target candidate object identifier is determined, and object information of the target virtual object is displayed on the graphical user interface.
[0086] Specifically, the step of “displaying a second function page on the graphical user interface in response to a page display instruction for the first virtual object” may include:
[0087] In response to a page display instruction for the first virtual object, obtaining position information of each candidate virtual object among a plurality of candidate virtual objects and position information of the first virtual object;
[0088] Determining relative position information between each candidate virtual object and the first virtual object based on the position information of each candidate virtual object and the position information of the first virtual object;
[0089] Based on the relative position information corresponding to each candidate virtual object, a candidate object identifier of each candidate virtual object is displayed on the second function page.
[0090] Optionally, the step of “determining, in response to a third operation on a target candidate object identifier among multiple candidate object identifiers, a target virtual object corresponding to the target candidate object identifier, and displaying object information of the target virtual object on the graphical user interface” may include:
[0091] In response to a third operation on a target candidate object identifier among the multiple candidate object identifiers, determining a target virtual object corresponding to the target candidate object identifier;
[0092] Obtain object attribute information of the target virtual object as object information, and display the object information on the graphical user interface.
[0093] In one embodiment, after the step of “displaying a second function page on the graphical user interface in response to a page display instruction for the first virtual object”, the method may include:
[0094] In response to a fourth operation on a target candidate object identifier among the multiple candidate object identifiers, determining a target virtual object corresponding to the target candidate object identifier;
[0095] Acquire first object attribute information of the target virtual object and second object attribute information of the first virtual object;
[0096] Attribute comparison prompt information is generated based on the first object attribute information and the second object attribute information, and the attribute comparison prompt information is displayed on the graphical user interface.
[0097] Optionally, the graphical user interface displays an object identifier of the first virtual object, and the step of “when detecting that the first virtual object is in a non-game combat state, responding to a page display instruction for the first virtual object, displaying a second function page on the graphical user interface” may include:
[0098] When it is detected that the first virtual object is in a non-game combat state, in response to a touch operation on the object identifier, generating a page display instruction for the first virtual object based on the touch operation;
[0099] In response to the page display instruction for the first virtual object, a second function page is displayed on the graphical user interface.
[0100] For example, see also Figure 5 and Figure 6In an embodiment of the present application, a graphical user interface 10 is provided through a terminal device. The graphical user interface 10 includes at least a portion of a first virtual scene 11a and a first virtual object 12 located in the first virtual scene 11a and controlled by the terminal device. A player can perform a trigger operation on the graphical user interface 10. In response to the trigger operation, the computer device generates a page display instruction. In response to the page display instruction for the first virtual object 12, the computer device displays a second function page 13 on the graphical user interface 10. The second function page 13 displays object identifiers of multiple candidate virtual objects, wherein the candidate virtual objects include a first candidate virtual object, a second candidate virtual object, a third candidate virtual object, a fourth candidate virtual object, a fifth candidate virtual object, and a sixth candidate virtual object. The first candidate virtual object is provided with a corresponding object identifier ( Figure 5 The second candidate virtual object is provided with a corresponding object identifier ( Figure 5 The third candidate virtual object is provided with a corresponding object identifier ( Figure 5 The fourth candidate virtual object is provided with a corresponding object identifier ( Figure 5 The fifth candidate virtual object is provided with a corresponding object identifier ( Figure 5 The sixth candidate virtual object is provided with a corresponding object identifier ( Figure 5 6), since the first, second, and third candidate virtual objects are in the enemy camp with the first virtual object, the shape of the object identifier is a circle; the fourth, fifth, and sixth candidate virtual objects are in the same camp with the first virtual object, and the shape of the object identifier is a square.
[0101] Optionally, the second function page can be a roulette wheel, which is composed of two crossed circles, each of which is a slidable roller. By sliding the circle, the skill identifier corresponding to the game skill displayed on the circle can be updated, and the identifiers distributed in the circles on both sides can be presented in a surrounding manner according to the spatial and temporal position between the virtual objects controlled by other players in the game and the first virtual object, and can be viewed by dragging the rollers on both sides; at the same time, the position of the non-player virtual object (Non-Player Character, NPC) closest to the first virtual object will be displayed separately, for example, a circle represents a virtual object of a player who has a relationship with the player of the first virtual object; a square represents a virtual object that is a stranger or passerby to the player of the first virtual object).
[0102] For further information, see Figure 6The player can perform a third operation on the graphical user interface 10 for the target candidate object identifier among the multiple candidate object identifiers, and the computer device responds to the object identifier corresponding to the first candidate virtual object ( Figure 6 The fourth operation of "play 1" in the figure) determines that the first candidate virtual object is the target virtual object. Therefore, the object identifier ( Figure 6 The "play 1" in the game is represented by) showing a first columnar identifier 14 and a second columnar identifier 15. The first columnar identifier 14 is used to identify the first object comparison information of the first virtual object, and the second columnar identifier 15 is used to identify the object comparison information of the first candidate virtual object. The first object comparison information and the second object comparison information are determined by comparing the object attribute information of the first virtual object and the object attribute information of the first virtual object. For example, the life value of the first virtual object is 60, and the life value of the first virtual object is 40. The preset columnar identifier is obtained. At this time, the life value corresponding to the preset columnar identifier is 100. According to the first The health value of a virtual object adjusts the display ratio of the preset columnar marker, that is, a preset columnar marker with a display ratio of 60% is obtained as the first columnar marker, and the display ratio of the preset columnar marker is adjusted according to the health value of the first virtual object, that is, a preset columnar marker with a display ratio of 40% is obtained as the second columnar marker. Then, the first columnar marker 14 is higher than the second columnar marker 15, and the first columnar marker and the second columnar marker are displayed on the graphical user interface around the second object marker "Play 1" corresponding to the first virtual object. The first columnar marker 14 and the second columnar marker 15 serve as attribute comparison prompt information. Optionally, multiple attribute comparison prompt information can be displayed around the target candidate object marker. The attribute comparison prompt information can be obtained based on the health value attribute comparison between the first virtual object and the target virtual object, or based on the object level attribute comparison between the first virtual object and the target virtual object, or based on the pet attribute comparison between the first virtual object and the target virtual object, or based on the comprehensive strength comparison between the first virtual object and the target virtual object. More possibilities are not detailed here.
[0103] Based on the above introduction, the game interaction method of the present application will be further illustrated by examples. For example, the specific embodiment of the game interaction method is as follows:
[0104] (1) When it is detected that the current game round is the attack round of the first virtual object, in response to the target attack event, the display position of the first virtual object in the second virtual scene is determined, and the first function page is superimposed and displayed at the display position of the first virtual object. The first virtual object can be a game character, and the second virtual object can be a virtual pet subordinate to the game character. For details, please refer to Figure 3a, in an embodiment of the present application, a terminal device provides a graphical user interface 10, the graphical user interface 10 includes at least part of a second virtual scene 11, and a first virtual object 12 located in the second virtual scene 11 and controlled by the terminal device. When it is detected that the first virtual object 12 enters a target game round, a page display instruction is generated. The computer device responds to the page display instruction for the first virtual object 12 and displays a first function page 13 on the graphical user interface 10. And a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object are displayed on the first function page 13. Among them, the first game skill control corresponding to the first virtual object includes a first character game skill ( Figure 3a represented by "one" in Figure 3a ), a second character game skill ( Figure 3a represented by "two" in Figure 3a ), a third character game skill ( Figure 3a represented by "three" in Figure 3a ), and the second game skill control corresponding to the second virtual object includes a first pet game skill (
[0105] (2) The player can perform a first operation on the graphical user interface 10. The computer device responds to the first operation on the target game skill control in the game skill controls, that is, responds to the first operation on the first character game skill ( Figure 3a represented by "one" in
[0106] ), and displays object identifiers 14 corresponding to at least some of the attack objects among the multiple attack objects on the graphical user interface. Among them, the attack objects are virtual objects associated with the first virtual object in the same virtual scene. The object identifiers 14 corresponding to at least some of the attack objects can be character avatar identifiers or character name identifiers. For example, the character avatar identifiers include the first character avatar identifier of the first attack object, the second character avatar identifier of the second attack object, the third character avatar identifier of the third attack object, and the fourth character avatar identifier of the fourth attack object.
[0107] In summary, the present invention provides a method for game interaction, wherein, when a first virtual object is detected to be in a game combat state, a first function page is displayed on a graphical user interface in response to a page display instruction for the first virtual object, wherein the first function page displays a plurality of candidate game skill controls; then, in response to a first operation on a target game skill control among the candidate game skill controls, a first object identifier of a plurality of candidate virtual objects is displayed on the graphical user interface, wherein the candidate virtual objects are virtual objects associated with the first virtual object in the same virtual scene; finally, when a second operation is detected on the target object identifier on the graphical user interface, a target virtual object corresponding to the target object identifier is determined, and the first virtual object is controlled to release the target game skill corresponding to the target game skill control to the target virtual object. The present invention can display different function pages according to the current game state of the virtual object, thereby improving the interaction speed and accuracy of signal transmission, and can also quickly locate the virtual object position based on the display position of the function page, so that the player can quickly find the virtual object he controls; and can integrate operation information to display real-time changes and prompts of game information between the first virtual object and other virtual objects, thereby improving the game interaction method and enhancing the player's gaming experience.
[0108] To facilitate better implementation of the game interaction method provided in the embodiment of the present application, the embodiment of the present application also provides a game interaction device based on the above game interaction method. The meanings of the terms herein are the same as those in the above game interaction method, and the specific implementation details can be referred to the description in the method embodiment.
[0109] See also Figure 7 , Figure 7 This is a schematic diagram of the structure of a game interaction device provided in an embodiment of the present application, the device comprising:
[0110] a first control unit 201, configured to control display of at least a portion of a second virtual scene in the graphical user interface in response to a battle trigger instruction, and to display the first virtual object and a plurality of attack objects in the second virtual scene;
[0111] A first display unit 202 is configured to display, on the graphical user interface, a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object in response to a target attack event, wherein the second virtual object has a subordinate relationship with the first virtual object;
[0112] a second display unit 203, configured to display, on the graphical user interface, object identifiers corresponding to at least some of the multiple attack targets in response to a first operation on a target game skill control, wherein the target game skill control is the first game skill control or the second game skill control;
[0113] The second control unit 204 is used to determine the target attack object corresponding to the target object identifier in response to the second operation on the target object identifier in the object identifier, and control the first virtual object or the second virtual object to release the target game skill corresponding to the target game skill control to the target attack object.
[0114] In some embodiments, the game interaction device includes:
[0115] The first determination subunit is used to determine the display position of the first virtual object in the second virtual scene in response to a target attack event, and to overlay and display a first function page at the display position of the first virtual object, wherein the display position of the first function page is updated in real time according to the display position of the first virtual object, and the first function page is used to display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object.
[0116] In some embodiments, the game interaction device includes:
[0117] A first acquisition subunit is configured to acquire, in response to a first operation on a target game skill control, position information of at least some of the multiple attack targets and position information of the first virtual object;
[0118] a second determining subunit, configured to determine a relative positional relationship between each attack target and the first virtual object based on position information of at least some of the multiple attack targets and position information of the first virtual object;
[0119] The first display subunit is configured to display, on the graphical user interface, object identifiers corresponding to at least some of the multiple attack objects based on the relative position relationship.
[0120] In some embodiments, the game interaction device includes:
[0121] a second acquiring subunit, configured to acquire object attribute information of each of the plurality of attack objects in response to a first operation on a target game skill control;
[0122] a third determining subunit, configured to determine an arrangement order of each attack object in the plurality of attack objects based on the object attribute information of each attack object and the first object sorting rule;
[0123] The second display subunit is configured to display object identifiers corresponding to at least some of the multiple attack objects on the graphical user interface based on an arrangement order of the attack objects.
[0124] In some embodiments, the game interaction device includes:
[0125] The third display subunit is configured to display object identifiers corresponding to at least some of the multiple attack objects in a preset display area on the graphical user interface in response to a first operation on a target game skill control.
[0126] In some embodiments, the game interaction device includes:
[0127] a fourth determining subunit, configured to determine a display position of the target game skill control on the graphical user interface in response to a first operation on the target game skill control;
[0128] a fourth determining subunit, further configured to determine a target display position on the graphical user interface based on the display position and a preset display distance;
[0129] The fourth display subunit is configured to display a preset display area based on the target display position, wherein the preset display area displays object identifiers corresponding to at least some of the multiple attack targets.
[0130] In some embodiments, the game interaction device includes:
[0131] a fifth determining subunit, configured to determine, in response to the first operation on the target game skill control, a plurality of third virtual objects in the second virtual scene, wherein the third virtual objects are virtual objects in the same camp as the first virtual object;
[0132] A third acquisition subunit is configured to acquire an object life value of each third virtual object among the plurality of third virtual objects;
[0133] a fifth determining subunit, further configured to determine an arrangement order of each third virtual object in the plurality of third virtual objects based on the object health value of each third virtual object and the second object sorting rule;
[0134] The fifth display subunit is configured to display an object identifier corresponding to each of the plurality of third virtual objects on the graphical user interface based on an arrangement order of the third virtual objects.
[0135] In some embodiments, the game interaction device includes:
[0136] The sixth determination subunit is used to determine the display position of the first virtual object in the second virtual scene in response to a trigger operation for the object identifier, and to superimpose a first function page on the display position of the first virtual object, wherein the display position of the first function page is updated in real time according to the display position of the first virtual object, and the first function page is used to display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object.
[0137] In some embodiments, the game interaction device includes:
[0138] a sixth display subunit, configured to, when detecting that the first virtual object is in a non-game combat state, display a second function page on the graphical user interface in response to a page display instruction for the first virtual object, wherein candidate object identifiers of a plurality of candidate virtual objects are displayed on the second function page, the candidate virtual objects being virtual objects associated with the first virtual object in the same virtual scene;
[0139] The seventh determining subunit is configured to determine a target virtual object corresponding to a target candidate object identifier among the multiple candidate object identifiers in response to a third operation on the target candidate object identifier, and display object information of the target virtual object on the graphical user interface.
[0140] In some embodiments, the game interaction device includes:
[0141] a fourth acquiring subunit, configured to acquire, in response to a page display instruction for the first virtual object, position information of each candidate virtual object among a plurality of candidate virtual objects and position information of the first virtual object;
[0142] an eighth determining subunit, configured to determine relative position information between each candidate virtual object and the first virtual object based on the position information of each candidate virtual object and the position information of the first virtual object;
[0143] The seventh display subunit is configured to display the candidate object identifier of each candidate virtual object on the second function page based on the relative position information corresponding to each candidate virtual object.
[0144] In some embodiments, the game interaction device includes:
[0145] a first responding subunit, configured to determine, in response to a third operation on a target candidate object identifier among the multiple candidate object identifiers, a target virtual object corresponding to the target candidate object identifier;
[0146] The fifth acquisition subunit is configured to acquire object attribute information of the target virtual object as object information, and display the object information on the graphical user interface.
[0147] In some embodiments, the game interaction device includes:
[0148] a second responding subunit, configured to determine, in response to a fourth operation on a target candidate object identifier among the multiple candidate object identifiers, a target virtual object corresponding to the target candidate object identifier;
[0149] a sixth acquiring subunit, configured to acquire first object attribute information of the target virtual object and second object attribute information of the first virtual object;
[0150] A generating subunit is configured to generate attribute comparison prompt information based on the first object attribute information and the second object attribute information, and display the attribute comparison prompt information on the graphical user interface.
[0151] In some embodiments, the game interaction device includes:
[0152] a third response subunit, configured to, when detecting that the first virtual object is in a non-game combat state, respond to a touch operation on the object identifier and generate a page display instruction for the first virtual object based on the touch operation;
[0153] An eighth display subunit is configured to display a second function page on the graphical user interface in response to a page display instruction for the first virtual object.
[0154] An embodiment of the present application discloses a game interaction device, which controls, by a first control unit 201, to display at least a portion of a second virtual scene in a graphical user interface in response to a battle trigger instruction, and to display a first virtual object and multiple attack objects in the second virtual scene; a first display unit 202 displays a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object on the graphical user interface in response to a target attack event, wherein the second virtual object has a subordinate relationship with the first virtual object; a second display unit 203 displays object identifiers corresponding to at least part of the multiple attack objects on the graphical user interface in response to a first operation on a target game skill control, wherein the target game skill control is the first game skill control or the second game skill control; and a second control unit 204 determines a target attack object corresponding to the target object identifier in response to a second operation on a target object identifier in the object identifier, and controls the first virtual object or the second virtual object to release a target game skill corresponding to the target game skill control to the target attack object. The embodiment of the present application can display different function pages according to the current game status of the virtual object, which can improve the interactive speed and accuracy of signal sending, and can also quickly locate the position of the virtual object based on the display position of the function page, so that the player can quickly find the virtual object he controls; and, the operation information can be integrated to display the real-time changes and prompts of the game information between the first virtual object and other virtual objects, which can improve the game interaction method and enhance the player's gaming experience.
[0155] Accordingly, the embodiment of the present application also provides a computer device, which may be a terminal or a server, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or other terminal devices. Figure 8 As shown, Figure 8 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation of the computer device, and may include more or fewer components than shown, or combine certain components, or arrange the components differently.
[0156] The processor 301 is the control center of the computer device 300. It uses various interfaces and lines to connect the various parts of the entire computer device 300. By running or loading software programs and / or modules stored in the memory 302 and calling data stored in the memory 302, it executes various functions of the computer device 300 and processes data, thereby monitoring the computer device 300 as a whole.
[0157] In the embodiment of the present application, the processor 301 in the computer device 300 loads instructions corresponding to one or more application processes into the memory 302 according to the following steps, and the processor 301 runs the application stored in the memory 302 to implement various functions:
[0158] In response to a battle trigger instruction, controlling the display of at least a portion of a second virtual scene in the graphical user interface, and displaying the first virtual object and a plurality of attack objects in the second virtual scene;
[0159] In response to a target attack event, displaying a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object on the graphical user interface, wherein the second virtual object has a subordinate relationship with the first virtual object;
[0160] In response to a first operation on a target game skill control, displaying object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface, wherein the target game skill control is the first game skill control or the second game skill control;
[0161] In response to a second operation on a target object identifier in the object identifier, a target attack object corresponding to the target object identifier is determined, and the first virtual object or the second virtual object is controlled to release the target game skill corresponding to the target game skill control to the target attack object.
[0162] In one embodiment, in response to a target attack event, displaying a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object on the graphical user interface includes:
[0163] In response to a target attack event, the display position of the first virtual object in the second virtual scene is determined, and a first function page is superimposed and displayed at the display position of the first virtual object, wherein the display position of the first function page is updated in real time according to the display position of the first virtual object, and the first function page is used to display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object.
[0164] In one embodiment, in response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface includes:
[0165] In response to a first operation on a target game skill control, obtaining position information of at least some of the multiple attack targets and position information of the first virtual object;
[0166] determining a relative positional relationship between each attack target and the first virtual object based on position information of at least some of the attack targets and position information of the first virtual object;
[0167] Based on the relative position relationship, object identifiers corresponding to at least some of the multiple attack objects are displayed on the graphical user interface.
[0168] In one embodiment, in response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface includes:
[0169] In response to a first operation on a target game skill control, obtaining object attribute information of each of the plurality of attack objects;
[0170] determining an arrangement order of each attack object in the plurality of attack objects based on the object attribute information of each attack object and a first object sorting rule;
[0171] Based on the arrangement order of the attack objects, object identifiers corresponding to at least some of the multiple attack objects are displayed on the graphical user interface.
[0172] In one embodiment, in response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface includes:
[0173] In response to a first operation on a target game skill control, object identifiers corresponding to at least some of the multiple attack objects are displayed in a preset display area on the graphical user interface.
[0174] In one embodiment, in response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack targets in a preset display area on the graphical user interface includes:
[0175] In response to a first operation on a target game skill control, determining a display position of the target game skill control on the graphical user interface;
[0176] determining a target display position on the graphical user interface based on the display position and a preset display distance;
[0177] A preset display area is displayed based on the target display position, wherein object identifiers corresponding to at least some of the multiple attack objects are displayed in the preset display area.
[0178] In one embodiment, the method further comprises:
[0179] In response to a first operation on a target game skill control, determining a plurality of third virtual objects in the second virtual scene, wherein the third virtual objects are virtual objects of the same camp as the first virtual object;
[0180] Obtaining an object life value of each third virtual object among a plurality of third virtual objects;
[0181] determining an arrangement order of the third virtual objects in the plurality of third virtual objects based on the object health value of each third virtual object and the second object sorting rule;
[0182] Based on the arrangement order of the third virtual objects, an object identifier corresponding to each of the plurality of third virtual objects is displayed on the graphical user interface.
[0183] In one embodiment, the graphical user interface displays an object identifier of the first virtual object, and the method further includes:
[0184] In response to a trigger operation for the object identifier, the display position of the first virtual object in the second virtual scene is determined, and a first function page is superimposed and displayed at the display position of the first virtual object, wherein the display position of the first function page is updated in real time according to the display position of the first virtual object, and the first function page is used to display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object.
[0185] In one embodiment, before controlling the display of at least a portion of the second virtual scene in the graphical user interface and displaying the first virtual object and a plurality of attack objects in the second virtual scene in response to a combat trigger instruction, the method further includes:
[0186] When it is detected that the first virtual object is in a non-game combat state, in response to a page display instruction for the first virtual object, displaying a second function page on the graphical user interface, wherein candidate object identifiers of a plurality of candidate virtual objects are displayed on the second function page, and the candidate virtual objects are virtual objects associated with the first virtual object in the same virtual scene;
[0187] In response to a third operation on a target candidate object identifier among the multiple candidate object identifiers, a target virtual object corresponding to the target candidate object identifier is determined, and object information of the target virtual object is displayed on the graphical user interface.
[0188] In one embodiment, in response to a page display instruction for the first virtual object, displaying a second function page on the graphical user interface includes:
[0189] In response to a page display instruction for the first virtual object, obtaining position information of each candidate virtual object among a plurality of candidate virtual objects and position information of the first virtual object;
[0190] Determining relative position information between each candidate virtual object and the first virtual object based on the position information of each candidate virtual object and the position information of the first virtual object;
[0191] Based on the relative position information corresponding to each candidate virtual object, a candidate object identifier of each candidate virtual object is displayed on the second function page.
[0192] In one embodiment, in response to a third operation on a target candidate object identifier among the multiple candidate object identifiers, determining a target virtual object corresponding to the target candidate object identifier, and displaying object information of the target virtual object on the graphical user interface includes:
[0193] In response to a third operation on a target candidate object identifier among the multiple candidate object identifiers, determining a target virtual object corresponding to the target candidate object identifier;
[0194] Obtain object attribute information of the target virtual object as object information, and display the object information on the graphical user interface.
[0195] In one embodiment, after displaying a second function page on the graphical user interface in response to a page display instruction for the first virtual object, the method further includes:
[0196] In response to a fourth operation on a target candidate object identifier among the multiple candidate object identifiers, determining a target virtual object corresponding to the target candidate object identifier;
[0197] Acquire first object attribute information of the target virtual object and second object attribute information of the first virtual object;
[0198] Attribute comparison prompt information is generated based on the first object attribute information and the second object attribute information, and the attribute comparison prompt information is displayed on the graphical user interface.
[0199] In one embodiment, the graphical user interface displays an object identifier of the first virtual object;
[0200] When detecting that the first virtual object is in a non-game combat state, displaying a second function page on the graphical user interface in response to a page display instruction for the first virtual object includes:
[0201] When it is detected that the first virtual object is in a non-game combat state, in response to a touch operation on the object identifier, generating a page display instruction for the first virtual object based on the touch operation;
[0202] In response to a page display instruction for the first virtual object, a second function page is displayed on the graphical user interface.
[0203] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.
[0204] Optional, such as Figure 8 As shown, the computer device 300 further includes: a touch screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. Among them, the processor 301 is electrically connected to the touch screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307 respectively. Those skilled in the art will understand that Figure 8 The computer device structure shown in the figure does not constitute a limitation to the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0205] The touch display screen 303 can be used for displaying a graphical user interface and receiving an operation instruction generated by the user acting on the graphical user interface. The touch display screen 303 may include a display panel and a touch panel. Among them, the display panel may be used for displaying information input by the user or information provided to the user and various graphical user interfaces of a computer device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, a liquid crystal display (LCD), an organic light emitting diode (OLED) or the like may be used to configure the display panel. The touch panel may be used to collect a touch operation performed by the user on or near it (such as an operation performed by a user using any suitable object or accessory such as a finger, a stylus or the like on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 301, and can receive the command sent by the processor 301 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 301 to determine the type of touch event, and then the processor 301 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 303 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to realize the input function.
[0206] In the embodiment of the present application, the processor 301 executes the game application to generate a graphical user interface on the touch screen 303. The touch screen 303 is used to present the graphical user interface and receive operation instructions generated by the user acting on the graphical user interface.
[0207] The RF circuit 304 may be used to transmit and receive RF signals, thereby establishing wireless communication with a network device or other computer device through wireless communication, and transmitting and receiving signals between the network device or other computer device.
[0208] Audio circuit 305 can be used to provide an audio interface between the user and the computer device through a speaker and microphone. Audio circuit 305 can convert received audio data into electrical signals and transmit them to the speaker, which then converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 305 and converted into audio data. The audio data is then output to processor 301 for processing, then transmitted via RF circuit 304 to, for example, another computer device, or to memory 302 for further processing. Audio circuit 305 may also include an earphone jack to allow communication between external headphones and the computer device.
[0209] The input unit 306 may be configured to receive input digital, character information, or user feature information (such as fingerprint, iris, or facial information), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0210] Power supply 307 is used to supply power to various components of computer device 300. Optionally, power supply 307 can be logically connected to processor 301 via a power management system, thereby enabling the power management system to manage charging, discharging, and power consumption. Power supply 307 can also include one or more DC or AC power supplies, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and other arbitrary components.
[0211] although Figure 8 Not shown in the figure, the computer device 300 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0212] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0213] As can be seen from the above, the computer device provided by this embodiment, when detecting that the first virtual object is in a game combat state, responds to a page display instruction for the first virtual object, displays a first function page on the graphical user interface, wherein the first function page displays multiple candidate game skill controls; then, in response to a first operation on a target game skill control among the candidate game skill controls, displays first object identifiers of multiple candidate virtual objects on the graphical user interface, wherein the candidate virtual objects are virtual objects associated with the first virtual object in the same virtual scene; finally, when detecting a second operation on the target object identifier on the graphical user interface, determines the target virtual object corresponding to the target object identifier, and controls the first virtual object to release the target game skill corresponding to the target game skill control to the target virtual object. The embodiment of the present application can display different function pages according to the current game state of the virtual object, which can improve the interactive speed and accuracy of signal transmission, and can also quickly locate the virtual object position based on the display position of the function page, so that the player can quickly find the virtual object he controls; and can integrate operation information to display real-time changes and prompts of game information between the first virtual object and other virtual objects, which can improve the game interaction method and enhance the player's gaming experience.
[0214] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be accomplished by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0215] To this end, an embodiment of the present application provides a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute the steps of any of the game interaction methods provided in the embodiments of the present application. For example, the computer program can execute the following steps:
[0216] In response to a battle trigger instruction, controlling the display of at least a portion of a second virtual scene in the graphical user interface, and displaying the first virtual object and a plurality of attack objects in the second virtual scene;
[0217] In response to a target attack event, displaying a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object on the graphical user interface, wherein the second virtual object has a subordinate relationship with the first virtual object;
[0218] In response to a first operation on a target game skill control, displaying object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface, wherein the target game skill control is the first game skill control or the second game skill control;
[0219] In response to a second operation on a target object identifier in the object identifier, a target attack object corresponding to the target object identifier is determined, and the first virtual object or the second virtual object is controlled to release the target game skill corresponding to the target game skill control to the target attack object.
[0220] In one embodiment, in response to a target attack event, displaying a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object on the graphical user interface includes:
[0221] In response to a target attack event, the display position of the first virtual object in the second virtual scene is determined, and a first function page is superimposed and displayed at the display position of the first virtual object, wherein the display position of the first function page is updated in real time according to the display position of the first virtual object, and the first function page is used to display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object.
[0222] In one embodiment, in response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface includes:
[0223] In response to a first operation on a target game skill control, obtaining position information of at least some of the multiple attack targets and position information of the first virtual object;
[0224] determining a relative positional relationship between each attack target and the first virtual object based on position information of at least some of the attack targets and position information of the first virtual object;
[0225] Based on the relative position relationship, object identifiers corresponding to at least some of the multiple attack objects are displayed on the graphical user interface.
[0226] In one embodiment, in response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface includes:
[0227] In response to a first operation on a target game skill control, obtaining object attribute information of each of the plurality of attack objects;
[0228] determining an arrangement order of each attack object in the plurality of attack objects based on the object attribute information of each attack object and a first object sorting rule;
[0229] Based on the arrangement order of the attack objects, object identifiers corresponding to at least some of the multiple attack objects are displayed on the graphical user interface.
[0230] In one embodiment, in response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack targets on the graphical user interface includes:
[0231] In response to a first operation on a target game skill control, object identifiers corresponding to at least some of the multiple attack objects are displayed in a preset display area on the graphical user interface.
[0232] In one embodiment, in response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack targets in a preset display area on the graphical user interface includes:
[0233] In response to a first operation on a target game skill control, determining a display position of the target game skill control on the graphical user interface;
[0234] determining a target display position on the graphical user interface based on the display position and a preset display distance;
[0235] A preset display area is displayed based on the target display position, wherein object identifiers corresponding to at least some of the multiple attack objects are displayed in the preset display area.
[0236] In one embodiment, the method further comprises:
[0237] In response to a first operation on a target game skill control, determining a plurality of third virtual objects in the second virtual scene, wherein the third virtual objects are virtual objects of the same camp as the first virtual object;
[0238] Obtaining an object life value of each third virtual object among a plurality of third virtual objects;
[0239] determining an arrangement order of the third virtual objects in the plurality of third virtual objects based on the object health value of each third virtual object and the second object sorting rule;
[0240] Based on the arrangement order of the third virtual objects, an object identifier corresponding to each of the plurality of third virtual objects is displayed on the graphical user interface.
[0241] In one embodiment, the graphical user interface displays an object identifier of the first virtual object, and the method further includes:
[0242] In response to a trigger operation for the object identifier, the display position of the first virtual object in the second virtual scene is determined, and a first function page is superimposed and displayed at the display position of the first virtual object, wherein the display position of the first function page is updated in real time according to the display position of the first virtual object, and the first function page is used to display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object.
[0243] In one embodiment, before controlling the display of at least a portion of the second virtual scene in the graphical user interface and displaying the first virtual object and a plurality of attack objects in the second virtual scene in response to a combat trigger instruction, the method further includes:
[0244] When it is detected that the first virtual object is in a non-game combat state, in response to a page display instruction for the first virtual object, displaying a second function page on the graphical user interface, wherein candidate object identifiers of a plurality of candidate virtual objects are displayed on the second function page, and the candidate virtual objects are virtual objects associated with the first virtual object in the same virtual scene;
[0245] In response to a third operation on a target candidate object identifier among the multiple candidate object identifiers, a target virtual object corresponding to the target candidate object identifier is determined, and object information of the target virtual object is displayed on the graphical user interface.
[0246] In one embodiment, in response to a page display instruction for the first virtual object, displaying a second function page on the graphical user interface includes:
[0247] In response to a page display instruction for the first virtual object, obtaining position information of each candidate virtual object among a plurality of candidate virtual objects and position information of the first virtual object;
[0248] Determining relative position information between each candidate virtual object and the first virtual object based on the position information of each candidate virtual object and the position information of the first virtual object;
[0249] Based on the relative position information corresponding to each candidate virtual object, a candidate object identifier of each candidate virtual object is displayed on the second function page.
[0250] In one embodiment, in response to a third operation on a target candidate object identifier among the multiple candidate object identifiers, determining a target virtual object corresponding to the target candidate object identifier, and displaying object information of the target virtual object on the graphical user interface includes:
[0251] In response to a third operation on a target candidate object identifier among the multiple candidate object identifiers, determining a target virtual object corresponding to the target candidate object identifier;
[0252] Obtain object attribute information of the target virtual object as object information, and display the object information on the graphical user interface.
[0253] In one embodiment, after displaying a second function page on the graphical user interface in response to a page display instruction for the first virtual object, the method further includes:
[0254] In response to a fourth operation on a target candidate object identifier among the multiple candidate object identifiers, determining a target virtual object corresponding to the target candidate object identifier;
[0255] Acquire first object attribute information of the target virtual object and second object attribute information of the first virtual object;
[0256] Attribute comparison prompt information is generated based on the first object attribute information and the second object attribute information, and the attribute comparison prompt information is displayed on the graphical user interface.
[0257] In one embodiment, the graphical user interface displays an object identifier of the first virtual object;
[0258] When detecting that the first virtual object is in a non-game combat state, displaying a second function page on the graphical user interface in response to a page display instruction for the first virtual object includes:
[0259] When it is detected that the first virtual object is in a non-game combat state, in response to a touch operation on the object identifier, generating a page display instruction for the first virtual object based on the touch operation;
[0260] In response to a page display instruction for the first virtual object, a second function page is displayed on the graphical user interface.
[0261] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.
[0262] The storage medium may include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0263] The computer program stored in the storage medium can, when detecting that the first virtual object is in a game combat state, respond to a page display instruction for the first virtual object, display a first function page on the graphical user interface, wherein the first function page displays a plurality of candidate game skill controls; then, in response to a first operation on a target game skill control among the candidate game skill controls, display a first object identifier of a plurality of candidate virtual objects on the graphical user interface, wherein the candidate virtual objects are virtual objects associated with the first virtual object in the same virtual scene; finally, when detecting a second operation on the target object identifier on the graphical user interface, determine the target virtual object corresponding to the target object identifier, and control the first virtual object to release the target game skill corresponding to the target game skill control to the target virtual object. The embodiment of the present application can display different function pages according to the current game state of the virtual object, which can improve the interactive speed and accuracy of signal transmission, and can also quickly locate the virtual object position based on the display position of the function page, so that the player can quickly find the virtual object he controls; and can integrate operation information to display real-time changes and prompts of game information between the first virtual object and other virtual objects, which can improve the game interaction method and enhance the player's gaming experience.
[0264] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0265] The above is a detailed introduction to a game interaction method, device, computer equipment and computer-readable storage medium provided in the embodiments of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the technical solutions and core ideas of the present application. Ordinary technicians in this field should understand that they can still modify the technical solutions recorded in the aforementioned embodiments, or replace some of the technical features therein with equivalents; and these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present application.
Claims
1. A game interaction method, characterized in that: A graphical user interface is provided by a terminal device, wherein the graphical user interface displays at least a portion of a first virtual scene, wherein the first virtual scene includes a first virtual object controlled by the terminal device, and the method includes: In response to a battle trigger instruction, controlling display of at least a portion of a second virtual scene in the graphical user interface, and displaying the first virtual object and a plurality of attack objects in the second virtual scene; In response to a target attack event, displaying a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object on the graphical user interface, wherein the second virtual object has a subordinate relationship with the first virtual object; In response to a first operation on a target game skill control, displaying object identifiers corresponding to at least some of the multiple attack objects on the graphical user interface, wherein the target game skill control is the first game skill control or the second game skill control; In response to a second operation on a target object identifier in the object identifier, a target attack object corresponding to the target object identifier is determined, and the first virtual object or the second virtual object is controlled to release a target game skill corresponding to the target game skill control to the target attack object.
2. The game interaction method according to claim 1, characterized in that: In response to the target attack event, displaying on the graphical user interface a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object comprises: In response to a target attack event, the display position of the first virtual object in the second virtual scene is determined, and a first function page is superimposed and displayed at the display position of the first virtual object, wherein the display position of the first function page is updated in real time according to the display position of the first virtual object, and the first function page is used to display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object.
3. The game interaction method according to claim 1, characterized in that: In response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack objects on the graphical user interface includes: In response to a first operation on a target game skill control, obtaining position information of at least some of the multiple attack objects and position information of the first virtual object; Based on the position information of at least some of the attack objects among the multiple attack objects and the position information of the first virtual object, respectively determine the relative position relationship between each attack object and the first virtual object; Based on the relative position relationship, object identifiers corresponding to at least some of the multiple attack objects are displayed on the graphical user interface.
4. The game interaction method according to claim 1, characterized in that: In response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack objects on the graphical user interface includes: In response to a first operation on a target game skill control, obtaining object attribute information of each of the plurality of attack objects; Determining an arrangement order of each attack object in the plurality of attack objects based on the object attribute information of each attack object and a first object sorting rule; Based on the arrangement order of the attack objects, object identifiers corresponding to at least some of the attack objects among the multiple attack objects are displayed on the graphical user interface.
5. The game interaction method according to any one of claims 2 to 4, characterized in that: In response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack objects on the graphical user interface includes: In response to a first operation on a target game skill control, object identifiers corresponding to at least some of the multiple attack objects are displayed in a preset display area on the graphical user interface.
6. The game interaction method according to claim 5, characterized in that: In response to the first operation on the target game skill control, displaying object identifiers corresponding to at least some of the multiple attack objects in a preset display area on the graphical user interface includes: In response to a first operation on a target game skill control, determining a display position of the target game skill control on the graphical user interface; Determining a target display position on the graphical user interface based on the display position and a preset display distance; A preset display area is displayed based on the target display position, wherein object identifiers corresponding to at least some of the multiple attack objects are displayed in the preset display area.
7. The game interaction method according to claim 1, characterized in that: The method further comprises: In response to a first operation on a target game skill control, determining a plurality of third virtual objects in the second virtual scene, wherein the third virtual objects are virtual objects in the same camp as the first virtual object; Obtaining an object life value of each third virtual object among a plurality of third virtual objects; Determining an arrangement order of each third virtual object in the plurality of third virtual objects based on the object life value of each third virtual object and the second object sorting rule; Based on the arrangement order of each third virtual object, an object identifier corresponding to each third virtual object of the plurality of third virtual objects is displayed on the graphical user interface.
8. The game interaction method according to claim 1, characterized in that: The graphical user interface displays an object identifier of the first virtual object, and the method further includes: In response to a trigger operation for the object identifier, the display position of the first virtual object in the second virtual scene is determined, and a first function page is superimposed and displayed at the display position of the first virtual object, wherein the display position of the first function page is updated in real time according to the display position of the first virtual object, and the first function page is used to display a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to the second virtual object.
9. The game interaction method according to claim 1, characterized in that: Before controlling, in response to a combat trigger instruction, to display at least a portion of a second virtual scene in the graphical user interface and displaying the first virtual object and a plurality of attack objects in the second virtual scene, the method further includes: When it is detected that the first virtual object is in a non-game combat state, in response to a page display instruction for the first virtual object, a second function page is displayed on the graphical user interface, wherein candidate object identifiers of a plurality of candidate virtual objects are displayed on the second function page, and the candidate virtual objects are virtual objects associated with the first virtual object in the same virtual scene; In response to a third operation on a target candidate object identifier among the multiple candidate object identifiers, a target virtual object corresponding to the target candidate object identifier is determined, and object information of the target virtual object is displayed on the graphical user interface.
10. The game interaction method according to claim 9, characterized in that: The step of displaying a second function page on the graphical user interface in response to a page display instruction for the first virtual object comprises: In response to a page display instruction for the first virtual object, acquiring position information of each candidate virtual object among a plurality of candidate virtual objects and position information of the first virtual object; Determine relative position information between each candidate virtual object and the first virtual object based on the position information of each candidate virtual object and the position information of the first virtual object; Based on the relative position information corresponding to each candidate virtual object, a candidate object identifier of each candidate virtual object is displayed on the second function page.
11. The game interaction method according to claim 9, characterized in that: The step of determining, in response to a third operation on a target candidate object identifier among a plurality of candidate object identifiers, a target virtual object corresponding to the target candidate object identifier, and displaying object information of the target virtual object on the graphical user interface comprises: In response to a third operation on a target candidate object identifier among the multiple candidate object identifiers, determining a target virtual object corresponding to the target candidate object identifier; Obtain object attribute information of the target virtual object as object information, and display the object information on the graphical user interface.
12. The game interaction method according to claim 9, characterized in that: After displaying a second function page on the graphical user interface in response to a page display instruction for the first virtual object, the method further includes: In response to a fourth operation on a target candidate object identifier among the multiple candidate object identifiers, determining a target virtual object corresponding to the target candidate object identifier; Acquire first object attribute information of the target virtual object and second object attribute information of the first virtual object; Attribute comparison prompt information is generated based on the first object attribute information and the second object attribute information, and the attribute comparison prompt information is displayed on the graphical user interface.
13. The game interaction method according to claim 9, characterized in that: The graphical user interface displays an object identifier of the first virtual object; When it is detected that the first virtual object is in a non-game combat state, in response to a page display instruction for the first virtual object, displaying a second function page on the graphical user interface comprises: When it is detected that the first virtual object is in a non-game combat state, in response to a touch operation on the object identifier, a page display instruction for the first virtual object is generated based on the touch operation; In response to the page display instruction for the first virtual object, a second function page is displayed on the graphical user interface.
14. A game interaction device, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a first virtual scene, wherein the first virtual scene includes a first virtual object controlled by the terminal device, and the game interaction device includes: a first control unit, configured to control display of at least a portion of a second virtual scene in the graphical user interface in response to a battle trigger instruction, and to display the first virtual object and a plurality of attack objects in the second virtual scene; A first display unit, configured to display, in response to a target attack event, a first game skill control corresponding to the first virtual object and / or a second game skill control corresponding to a second virtual object on the graphical user interface, wherein the second virtual object has a subordinate relationship with the first virtual object; a second display unit, configured to display, on the graphical user interface, object identifiers corresponding to at least some of the multiple attack objects in response to a first operation on a target game skill control, wherein the target game skill control is the first game skill control or the second game skill control; The second control unit is used to determine the target attack object corresponding to the target object identifier in response to a second operation on the target object identifier in the object identifier, and control the first virtual object or the second virtual object to release the target game skill corresponding to the target game skill control to the target attack object.
15. A computer device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps in the game interaction method as described in any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps in the game interaction method as described in any one of claims 1 to 13.
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