Object authority control method in game, electronic equipment and readable storage medium
By providing permission transfer controls in the game, allowing novice players to transfer control to high-level teammates, solving the problem of novice players' survival rate and low learning efficiency in dangerous situations, achieving more efficient team collaboration and skill sharing, and improving the gaming experience.
Patent Information
- Application Number
- CN202510413474.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-02
- Publication Date
- 2025-07-04
AI Technical Summary
In multiplayer online games, the poor performance of novice players will drag down teammates and affect the overall gaming experience, especially in dangerous situations, novice players' survival rate and learning efficiency are inefficient.
Provide permission transfer controls, allowing novice players to transfer control of game characters to teammates with higher technical levels through simple operations. After teammates take over, they perform game operations, and synchronize tactical information during the transfer of control to improve combat efficiency.
It improves the survival rate and learning efficiency of low-level players, enhances the interactive experience and team collaboration of the game, promotes skill sharing, and improves the sociality and richness of the game.
Smart Images

Figure CN120242486A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of human-computer interaction technologies, and in particular, to an object permission control method in a game, an electronic device, and a readable storage medium. Background Art
[0002] In a game session, the competitive levels of different game players usually vary. When there is a novice player with a relatively poor competitive level in a team, the novice player often exhibits game behaviors such as giving away kills and exposing the positions of teammates, which not only brings a sense of frustration to oneself but also affects the game experience of other teammates. Summary of the Invention
[0003] In view of this, the present disclosure provides an object permission control method in a game, an electronic device, and a readable storage medium. By providing a permission transfer control in the novice player's terminal, the novice player can use the permission transfer control to seek help from a teammate with a high competitive level, and ask the teammate with a high competitive level to control the character on their behalf to complete specific game operations, thus avoiding the novice player from dragging down the teammates and affecting the game experience of oneself and the teammates.
[0004] In a first aspect, an embodiment of the present disclosure provides an object permission control method in a game, the method including: providing a permission transfer control in the first terminal; in response to a trigger operation of the first terminal on the permission transfer control, sending an object control right transfer request to the second terminal, where the object control right transfer request is used to request to transfer the control right of the first object to the second terminal; in response to an acknowledgment instruction of the second terminal on the object control right transfer request, controlling to transfer the control right of the first object to the second terminal, so that the second terminal controls the first object to play the game.
[0005] In a second aspect, an embodiment of the present disclosure further provides an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to execute the object permission control method in a game as described in the first aspect.
[0006] In a third aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the object permission control method in a game as described in the first aspect.
[0007] The object permission control method, electronic device, and readable storage medium in the game provided by the embodiments of the present disclosure enable players with a lower technical level to transfer the control right of the game character to a teammate with a higher technical level through simple operations when encountering enemies during the game. After taking over, the high-level player can more effectively handle the combat scenario, improving the survival rate of low-level players in dangerous situations. At the same time, low-level players can learn more efficient combat skills by observing the operations of high-level players, thereby enhancing the interactive experience and richness of the game, and solving the problem of poor game experience caused by large differences in the levels of teammates in multiplayer online games.
[0008] To make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following specifically gives preferred embodiments and, in conjunction with the accompanying drawings, makes a detailed description as follows. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] To more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following will briefly introduce the drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present disclosure and should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other related drawings can also be obtained based on these drawings.
[0010] Figure 1 It is a flowchart of the object permission control method in the game provided by the embodiments of the present disclosure; Figure 2 It is a schematic diagram of the actual application of step S1 in a shooting game in the embodiments of the present disclosure; Figure 3 It is a schematic diagram of the actual application of step S2 in a shooting game in the embodiments of the present disclosure; Figure 4 It is a schematic diagram of the actual application of step S3 in a shooting game in the embodiments of the present disclosure; Figure 5 It is a schematic diagram of the actual application of steps S5 and S6 in a shooting game in the embodiments of the present disclosure; Figure 6 It is a schematic diagram of the structure of an electronic device provided by the embodiments of the present disclosure. DETAILED DESCRIPTION OF THE EMBODIMENTS
[0011] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only a part of the embodiments of the present disclosure, rather than all of the embodiments. Components of the embodiments of the present disclosure described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without creative efforts falls within the scope of protection of the present disclosure.
[0012] Generally, in a game, novice players or players with average operating levels account for the majority of the player group. When novice players or low-level players join a high-level game session, they often bring negative impacts to their high-level teammates due to their limited operating levels. For example, giving away kills, exposing the positions of teammates, etc., which may lead to the failure to achieve the team goal and situations such as the losing of the game session by their own team. Based on this, the embodiments of the present disclosure provide a method for controlling object permissions in a game to reduce the negative impacts brought by the poor operating performances of novice players in the game to their team members and improve the gaming experiences of both teammates and novice players.
[0013] In one embodiment, the method for controlling object permissions in a game provided by the present disclosure can run on a local terminal device or a server. When the method for controlling object permissions in a game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and client devices.
[0014] In an optional implementation, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operating mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the control method for virtual objects are completed on the cloud game server, and the role of the client device is to receive, send, and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.
[0015] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present game screens. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The ways for the local terminal device to provide the graphical user interface to players can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to players through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes game screens. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0016] In an alternative embodiment, the embodiments of the present disclosure provide a method for controlling object permissions in a game. The game runs on a terminal device and a game server. Among them, the terminal device can be the aforementioned local terminal (such as a local touch terminal), or the client device in the aforementioned cloud interaction system.
[0017] Please refer to Figure 1 , which is a flowchart of the method for controlling object permissions in a game provided by the embodiments of the present disclosure. As Figure 1 shown, the process includes the following steps: Step S1, provide a permission transfer control in the first terminal; Step S2, in response to a trigger operation of the first terminal on the permission transfer control, send an object control right transfer request to the second terminal. Among them, the object control right transfer request is used to request to transfer the control right of the first object to the second terminal; Step S3, in response to a confirmation instruction of the second terminal on the object control right transfer request, control to transfer the control right of the first object to the second terminal, so that the second terminal controls the first object to play the game.
[0018] The method provided in this embodiment enables players with a lower technical level to transfer the control right of the game character to a teammate with a higher technical level through simple operations when encountering enemies during the game. After taking over, the high-level players can more effectively handle the combat scenario, improving the survival rate of players in dangerous situations. At the same time, low-level players can learn more efficient combat skills by observing the operations of high-level players, thereby enhancing the interactive experience and richness of the game, and solving the problem of poor game experience caused by large differences in the levels of teammates in multiplayer online games.
[0019] The following is a specific description of the above steps: Step S1, provide a permission transfer control in the first terminal.
[0020] Among them, the first terminal is an electronic device used by a player, which is a hardware device for running a game program (game client) and performing game operations, that is, the client device described above. The first terminal can be, but is not limited to, electronic devices such as smart phones, tablets, personal computers, game consoles, etc. that can run game programs. The first terminal communicates and connects with the game server and the terminal devices of other players (for example, the second terminal described later) through the network to achieve the interaction of game data and the function of multiplayer games.
[0021] In an optional implementation manner, the first terminal refers to the terminal device used by a player with a relatively low game technical level (hereinafter referred to as player A). Player A runs the game client program through this terminal device and controls the game character, the first object, to perform various operations in the game. For example, in a tactical shooting game, player A installs and runs the game on their own smart phone and controls the first object in the game by performing operations such as moving, aiming, and shooting through touching the screen.
[0022] In an optional implementation manner, the first terminal can establish a connection with the terminals of other players (such as the second terminal) through the built-in social system or teaming system in the game to form a team relationship. For example, in a tactical shooting game like Escape from Tarkov, player A can invite player B to team up and play the game together through the in-game friend system or teaming lobby, establishing a temporary game team. At this time, a game data exchange channel is established between the first terminal corresponding to player A and the second terminal corresponding to player B.
[0023] Among them, the permission transfer control is a user interaction element provided by the game system in the game interface for player A to trigger an operation request for transferring the control right of the first object through this permission transfer control. The permission transfer control can be, but is not limited to, interaction elements in the form of buttons, icons, floating windows, voice commands, etc., which are triggered through operations such as clicking, touching, and voice by the player, so as to initiate an operation request for transferring the control right of the first object.
[0024] In an alternative embodiment, the permission transfer control can be set as an emergency button that only appears in the game interface under specific conditions, with a prominent visual effect for quick identification and operation by players. For example, the permission transfer control can be provided in the graphical user interface of the first terminal only when the first object meets a preset condition. Among them, the preset conditions met by the first object include at least one of the following: there is an enemy situation at the location where the first object is located, the game operation level of the first game account corresponding to the first terminal is lower than the preset level, etc. Specifically, the occurrence of an enemy situation at the location where the first object is located can mean that: sound signals such as gunshots or the footsteps of enemy objects are detected within a specified range around the first object, or hostile units (such as enemy objects or vehicles) appear within the game vision range of the first object, etc. The game operation level of the first game account being lower than the preset level can mean that: when ranking according to the historical game data of the first game account, the game ranking of the first game account is lower than the preset ranking in the game, etc. It should be noted that the basis for the game ranking can be any game evaluation index, such as kill count ranking, damage output ranking, healing output ranking, damage taken ranking, KDA (kill / death / assist ratio) data ranking, and so on. The data required for the game ranking can be obtained by acquiring the historical game data of the first game account. By comparing the relevant game evaluation indexes of the first game account with the same game evaluation indexes of other game accounts in the game, the game ranking results of the relevant game evaluation indexes can be obtained. When the game ranking of the first game account is lower than the preset ranking, it can be determined that the game operation level of the first game account is lower than the preset level. For example, when the KDA data of player A is lower than that of 80% of the game players in the game, it is determined that the game operation level of the first game account is lower than the preset level.
[0025] In addition to the above setting method, in an alternative embodiment, the permission transfer control can also be set to be permanently displayed in the game interface corresponding to the first terminal. For example, at the start of a game round, if it is detected that the KDA data of player A (i.e., the first game account) corresponding to the first terminal is lower than that of 80% of the game players in the game, then after the first object controlled by player A enters the game round, the permission transfer control can be provided in the game interface corresponding to the first terminal, and the permission transfer control can be set to be permanently displayed in the game interface, facilitating player A to quickly send a request for transferring the control right of the first object to a teammate through the permission transfer control at any time when needed.
[0026] In an alternative embodiment, when the permission transfer control is displayed on Player A's screen, different display states and / or presentation modes can be set according to the actual needs of the game. For example, when it is permanently displayed, the permission transfer control can be a red "Call Teammate" button, enabling Player A to easily notice it and then send a help request to their game teammates by clicking the button; when it is detected that Player A is in a dangerous situation (such as hearing gunshots or spotting an enemy), the permission transfer control can change its display color and flash to remind the player to seek help from teammates in a timely manner; when it is detected that Player A is in a safe state (in a safe area or with no enemies around), the permission transfer control can be set to be transparent or semi-hidden, or changed to a non-interactive (e.g., non-clickable) state to prevent Player A from accidentally touching it when it is unnecessary, etc.
[0027] In an alternative embodiment, the permission transfer control can also be designed to blend in with the style and theme of the game, making it a natural part of the game experience. For example, in a military-themed tactical shooting game, the permission transfer control can be designed as an interface element similar to a military communication device, with radio communication sound effects and animation effects when the player clicks on the element, enhancing the immersion of the game.
[0028] In an alternative embodiment, the display position of the permission transfer control can be at any position convenient for Player A to operate. For example, the permission transfer control can generally be set to be displayed at the lower right corner, upper left corner, or the lower middle area of the game interface of the first terminal; in addition, the display position of the permission transfer control can also be determined according to the display position of the interactive elements related to it in the game interface. For example, the display position of the permission transfer control can be determined based on the display position of the teammate identifier (such as teammate avatar, teammate nameplate) on Player A's screen and be displayed on the periphery of the teammate identifier, etc.
[0029] It should be added that the permission transfer control can adopt obvious colors, such as red or yellow, when it is displayed, so that Player A can quickly identify it in an emergency. Further, short text descriptions, such as "Request Teammate to Take Over", "Emergency Help", "Help Me", "Request Control from Him", etc., can also be associated and configured on the permission transfer control to facilitate Player A to understand its function or role; at the same time, slight flashing or vibration effects can also be set on the permission transfer control to attract Player A's attention.
[0030] Please refer to Figure 2, which shows a schematic diagram of the actual application of the above-mentioned step S1 in a shooting game. As shown in the figure, during the game, when player A encounters an enemy or hears the presence of an enemy nearby (such as gunshots, footsteps), due to player A's relatively low game skill level, they may feel nervous and at a loss. At this time, the present disclosure can provide a permission transfer control next to the character identifier of teammate player B on player A's screen, that is, the "Request control from him" button shown in the figure, so that player A can send a request for object control right transfer to teammate player B by touching this button with a finger, enabling player B to provide assistance to player A who is in an emergency or dangerous environment.
[0031] It can be understood that the above steps of the present disclosure realize that when it is detected that there are enemies, footsteps or gunshots, etc. near the first object, and at the same time it is judged that the historical combat data performance of player A is relatively weak, a permission transfer control is immediately provided on player A's game interface, providing player A with a coping option in a dangerous situation.
[0032] Step S2, in response to the trigger operation of the first terminal on the permission transfer control, send an object control right transfer request to the second terminal, where the object control right transfer request is used to request to transfer the control right of the first object to the second terminal.
[0033] Among them, the trigger operation is an interaction action performed by the player on the permission transfer control, which is used to activate the request process for control right transfer. The trigger operation can be, but is not limited to, user input operations in the form of clicking, touching, long pressing, sliding, voice commands, etc., and through these operations, an intention signal for transferring the control right of the first object to the second terminal is sent.
[0034] In an optional implementation manner, the trigger operation can be a single click or touch operation of player A on the permission transfer button displayed in the game interface corresponding to the first terminal. For example, when player A encounters an enemy and feels nervous during the game, they can directly click the "Request control from teammate" button that appears on the screen, and the first terminal will respond to this click operation and trigger the sending of a control right transfer request.
[0035] In an optional implementation manner, the trigger operation can include a multi-step confirmation mechanism to avoid accidental control right transfer caused by accidental touch. For example, when player A clicks the permission transfer control, a confirmation dialog box will pop up on the first terminal, asking "Are you sure you want to transfer the control right to teammate B?", and player A needs to click the "Confirm" button again to complete the trigger operation and trigger the sending of a control right transfer request to the second terminal. This design can reduce the unnecessary troubles brought to player A by accidental touch in the game.
[0036] In an optional implementation, the trigger operation can also be accompanied by some auxiliary information used to describe the current situation of the first object. The auxiliary information can be, for example, "enemy detected", "surrounded", or "in need of assistance", etc. These information can be set by player A himself in advance or be default settings. After player A triggers the permission transfer control, the above-mentioned auxiliary information options will be provided on the screen. After being selected by player A, the selected and confirmed auxiliary information will be sent to teammate B together with the control transfer request to explain the situation, helping teammate B understand the current situation of player A faster.
[0037] In an optional implementation, the object control transfer request can also be accompanied by some key information used to describe the current game environment where the first object is located. The key information can be, for example, tactical information such as the current health of the opponent, ammunition status, the number and location of enemies detected around, the direction of the gunshots recently heard by player A, etc. These tactical information can be visually displayed on the screen of player B who receives the control transfer request to help player B make more informed decisions after taking over the control of the first object.
[0038] Among them, the object control transfer request is a data packet sent from the first terminal to the second terminal, containing the information and related parameters for requesting the transfer of the control of the first object to the second terminal. This request includes but is not limited to necessary data contents such as the request initiator identification, request recipient identification, request content, current game scene information, etc.
[0039] In an optional implementation, the object control transfer request is a network message in a specific format, containing various necessary information required for the control transfer. Among them, various necessary information can be different according to different game types. For example, in a tactical shooting game like Escape from Tarkov, when player A clicks the permission transfer control, a request message containing data such as player A's ID, current position coordinates, facing direction, surrounding enemy information, materials collected by player A, etc. will be generated. In a MOBA competitive game, when player A clicks the permission transfer control, a request message containing data such as player A's ID, current position coordinates, facing direction, surrounding enemy information, player A's level and equipment, map creature respawn time, etc. may be generated. Among them, various necessary information is sent to teammate player B through the game's network module together with the object control transfer request.
[0040] In an optional implementation, certain security measures can be taken during the transmission of the object control transfer request to ensure the authenticity and validity of the request. For example, encrypt the request, and add a timestamp and verification code to ensure that the request will not be tampered with or replayed. At the same time, it also checks whether the two parties of the request are in the same game team to prevent control transfer requests between non-teammates.
[0041] Among them, the second terminal refers to the electronic device used by the player (i.e., player B) who receives the request for transfer of object control rights, and is a hardware device for running the same game program and forming a specified game relationship with player A corresponding to the first terminal. The second terminal is usually similar in type to the first terminal and can also be an electronic device capable of running game programs, such as a smart phone, a tablet computer, a personal computer, a game console, etc. In the game, the specified game relationship between the above players may include, but is not limited to, the master-apprentice relationship, the couple relationship, the friend relationship, the teammate relationship, the team relationship, the camp relationship, etc. between the first object and the second object. In this disclosure, the teammate relationship is mainly used as an example for illustration.
[0042] In an optional implementation manner, player B of the second terminal refers to a player with a relatively high game operation technical level in the game. For example, in a tactical shooting game like Escape from Tarkov, player B may be an experienced player with a relatively high KDA value, using their own terminal device (i.e., the second terminal) to control the second object in the game, forming a game team with the first object controlled by player A to jointly conduct a game round and jointly complete the game round objectives or game round tasks, etc.
[0043] In an optional implementation manner, when the second terminal receives the request for transfer of control rights, relevant notifications and information can be displayed on the game interface of the second terminal. For example, when the second terminal of player B receives the request for transfer of object control rights sent from the first terminal of player A, a notification window can pop up on the second terminal screen, displaying words such as "Teammate requests control assistance", and at the same time, according to the information attached to the request for transfer of object control rights (for example, the auxiliary information used to describe the current situation of the first object and / or the key information used to describe the current game environment of the first object mentioned above), special prompt information such as "Enemy detected" and "In a firefight" can be displayed on the second terminal screen.
[0044] In an optional implementation manner, when receiving the request for transfer of object control rights sent from the first terminal, the second terminal can respond to the request for transfer of control rights in different ways based on the current game state of player B. For example, if player B is currently in a fierce battle, the second terminal can use a relatively small prompt sound, and / or a less conspicuous visual reminder, and / or a less obvious tactile feedback to prompt the request for transfer of control rights, so as not to interfere with the current operation of player B; and if player B is in a relatively safe state, the second terminal can use a relatively large prompt sound, and / or a more conspicuous visual reminder, and / or a more obvious tactile feedback to prompt the request for transfer of control rights. Among them, the prompt sound can be game character voices, alarm sounds, etc., the visual reminder can be a notification window, a floating prompt, a quick message, etc., and the tactile feedback can be screen vibration, shaking, etc.
[0045] Please refer toFigure 3 , which shows a schematic diagram of the actual application of the above step S2 in a shooting game. As shown in the figure, during the game, when player B receives a request for object control right transfer sent by player A, a control right transfer confirmation window is displayed on the screen of player B. On the one hand, the specific content of the control right transfer request is displayed in the control right transfer confirmation window: "Player A requests to control you. Do you confirm the control? - You will swap control of the character with player A". On the other hand, additional information described above, such as "See 1 enemy", "2 footsteps", "1 gunshot", etc., will also be displayed. As shown in the figure, after receiving the prompt for control right transfer, player B can choose to reject it by selecting the "Reject" option in the display window, or can choose to accept it by selecting the "Agree" option in the display window.
[0046] It can be understood that in the above steps of the present disclosure, when player A clicks the control right transfer control, the first terminal will immediately generate a control right transfer request message. When the request message reaches the second terminal of player B, the second terminal can select an appropriate way to display the request according to the current game state of player B, and at the same time display the current status information of player A and / or the surrounding game environment battlefield information, etc. attached to the object control right transfer request, to help player B quickly evaluate the situation and make a decision.
[0047] Step S3, in response to the confirmation instruction of the second terminal for the object control right transfer request, control the transfer of the control right of the first object to the second terminal, so that the second terminal controls the first object to play the game.
[0048] Among them, the confirmation instruction refers to the acceptance response made by player B of the second terminal to the received control right transfer request, indicating agreement to take over the control right of the first object. The confirmation instruction can be, but is not limited to, user input in forms such as clicking a confirmation button, voice confirmation, gesture confirmation, etc., for player B to express the willingness to accept the control right transfer.
[0049] In an optional implementation manner, referring to the foregoing Figure 3 , the confirmation instruction of the second terminal can be a click operation instruction generated by player B on the "Agree" or "Accept" button in the control right transfer request pop-up window received. For example, when player B receives a request from player A, a dialog box will pop up on the screen, showing "Teammate player A requests you to take over the control. Do you agree?", and player B can click the "Agree" button to indicate acceptance of the request.
[0050] In an alternative embodiment, the confirmation instruction of the second terminal may include: an immediate confirmation instruction and a delayed confirmation instruction; where: the immediate confirmation instruction is used to indicate that the second terminal can immediately respond to the object control right transfer request and take over the control right of the first object; the delayed confirmation instruction is used to indicate that the second terminal cannot immediately respond to the object control right transfer request and needs to meet the takeover conditions set by the second terminal before it can take over the control right of the first object. Generally, the immediate confirmation instruction can be used when player B of the second terminal is currently in a safe state, and the delayed confirmation instruction can be used when player B of the second terminal is in an unsafe state. For example, when player B receives a control right transfer request triggered by player A and player B is in the middle of a battle, if player B is willing to help teammate A, player B can set "take over after the battle ends" as the takeover condition by triggering, and then generate a corresponding delayed confirmation instruction, so that player B can respond to the control right transfer request sent by player A only after the current battle ends, instead of immediately interrupting player B's current battle. It should be noted that the setting of the takeover conditions in this disclosure is not limited to the end of the battle described above, and can also include setting a specified duration, specified events, and many other suitable conditions.
[0051] In an alternative embodiment, to meet the functional requirements of the above-mentioned delayed confirmation instruction, when the second terminal receives an object control right transfer request sent by the first terminal, when a control right transfer confirmation window as shown in Figure 3 is displayed on the screen of the second terminal, in addition to displaying the specific content, attached information, "reject" option, and "agree" option of the control right transfer request shown in the figure, options such as "delayed agree" and "delayed accept" can also be added. When player B clicks on this option, selection options corresponding to the above-mentioned takeover conditions or a custom configuration interface can be provided on the screen of the second terminal to meet player B's needs for selecting or customizing the takeover conditions. When the takeover conditions are set, the second terminal generates a delayed confirmation instruction including the takeover conditions and feeds it back to the first terminal.
[0052] In an alternative embodiment, the confirmation instruction can be combined with additional game mechanisms to provide a richer interactive experience. For example, the game can set up an "elite helper" system. When a player with a high skill level (such as player B) frequently accepts and successfully helps a teammate with a low skill level (such as player A) complete battles, they can obtain special in-game rewards or achievements. This mechanism encourages high-level players to respond more actively to control right transfer requests sent by low-level teammates.
[0053] Among them, the transfer of control right refers to the process of transferring the operation right of the first object (i.e., the game character of player A) from the first terminal to the second terminal. This process includes, but is not limited to, operations such as modifying the control mapping relationship, adjusting the permission verification mechanism, and synchronizing the game state.
[0054] In an optional implementation, control authority transfer refers to the process in which the game system changes the binding relationship between the game character and the control terminal after receiving the confirmation instruction from Player B. For example, in a game like Escape from Tarkov, the system will transfer the control rights of all operations such as the movement, aiming, and shooting of Player A's character from Player A's terminal to Player B's terminal, enabling Player B to directly control Player A's character to play the game through their own device.
[0055] Specifically, the steps of controlling the transfer of the control authority of the first object to the second terminal include: Controlling to map the control authority of the input device of the first terminal to the second terminal, and providing manipulation controls for controlling the corresponding input device in the second terminal, so that the player of the second terminal can control the first object to play the game through the manipulation controls; or establishing a binding relationship between the input device of the second terminal and the manipulation controls of the first object, so that the player of the second terminal can trigger the corresponding manipulation controls of the first terminal through their input device to control the first object to play the game.
[0056] In an optional implementation, the control authority transfer can be two-way, forming an exchange of character control rights. For example, after Player B takes over the control rights of Player A's character (the first object), the control rights of the character (the second object) originally controlled by Player B can also be transferred to Player A at the same time, enabling the two players to exchange roles for operation. This not only solves the dilemma of players with lower technical levels in dangerous situations but also avoids the situation where the character of a high-level player is left unattended during the transfer of control rights.
[0057] In an optional implementation, the control authority transfer also includes the synchronous transmission of relevant game states and information. For example, when the control rights are transferred, the system will transmit the environmental enemy situation information collected by Player A within N seconds (such as 5 seconds) before the transfer, such as the location of the heard footsteps, the direction of the gunshots, the last position where the enemy appeared, etc., to Player B and display this information on the game interface after Player B takes over, helping Player B quickly understand the battlefield situation and make a response.
[0058] Among them, the first object and the second object refer to the game characters or entities respectively controlled by the first terminal and the second terminal in the game, which are the virtual representatives of Player A and Player B in the game world. The first object and the second object have specific attributes, abilities, and states, and can move, interact, and perform various operations in the game world.
[0059] In an alternative embodiment, the first object and the second object refer to the virtual characters controlled by Player A and Player B in the game, and these characters have their own attributes, equipment, and skills. For example, in a tactical shooting game like Escape from Tarkov, the first object and the second object can be two soldier characters equipped with specific weapons, having specific health values, and skill levels. Player A and Player B control these characters to move, shoot, and utilize cover in the game map, etc.
[0060] In an alternative embodiment, the control states of the first object and the second object can be clearly presented to the players through visual elements on the game interface. For example, after the control transfer occurs, a prompt of the current control state will be displayed on the interfaces of both Player A and Player B, such as text prompts like "Currently being controlled by a teammate" or "Controlling a teammate's character", and there may also be color changes or special icons to distinguish different control states.
[0061] In an alternative embodiment, the gaming experience of the first object during the control transfer process can be optimized. For example, to ensure the smoothness of the control transfer, the first object can be temporarily put into an automatic dodging or covering state during the short transfer process to prevent the character from being in danger due to no control at the moment of control handover.
[0062] In an alternative embodiment, when Player B receives a control transfer request and clicks "Agree", a series of operations can be performed to complete the control transfer. For example, first, a confirmation signal can be sent to both terminals to notify that the control transfer is about to start. Then, the underlying control mapping can be adjusted to redirect the operation permissions of Player A's character, such as movement, aiming, shooting, etc., from Player A's first terminal to Player B's second terminal. At the same time, if it is a two-way exchange, the control of Player B's character can also be transferred to Player A. During the transfer process, the game state data between the two devices needs to be synchronized to ensure that Player B can see exactly the same game scene and state as Player A after taking over. In addition, the environmental information collected by Player A before the transfer (such as the positions of enemies, the directions of footsteps, etc.) can be displayed in the form of visual cues on Player B's interface, and these cues usually last for a few seconds to help Player B quickly adapt to the new control environment. Finally, the system will display clear visual cues on the interfaces of both players to inform that the control has been successfully transferred. For example, on Player B's interface, it will display "You are controlling a teammate's character", and on Player A's interface, it will display "Your teammate is controlling your character".
[0063] Please refer to Figure 4, which shows a schematic diagram of the actual application of the above-mentioned step S3 in a shooting game. As shown in the figure, during the game, when player B receives the control right transfer request sent by player A and clicks "agree", the game perspective screen corresponding to the first object is rendered in real time on the second terminal. Among them, the game perspective screen includes the character of player A controlled by player B, that is, the first object; the enemy situation information of the position where the first object is located within 5 seconds before the moment when player A triggers the object control right transfer request. For example, in Figure 4 , in the game perspective screen presented in the second terminal, the blue sound mark (sound pattern mark in the figure) and the enemy virtual shadow mark are shown. Among them, the blue sound mark is mainly used to prompt the enemy footsteps and gunshots obtained by the first terminal within 5 seconds before the trigger request; the enemy virtual shadow mark is mainly used to prompt the position where the enemy appears obtained by the first terminal within 5 seconds before the trigger request and / or the displacement route of the enemy within 5 seconds. It should be noted that in order to avoid occupying the screen space, the above-mentioned enemy situation information disappears after being displayed for a specified duration (for example, 3 seconds).
[0064] It can be understood that through the above-mentioned step S3 of the present disclosure, player B in the game realizes that by responding to the control right transfer request of low-level player A, instead of player A controlling the first object, and using the game skills and tactical awareness possessed by player B, the battle can be carried out more effectively. At the same time, player A can learn the battle skills, position selection and weapon usage methods of high-level players by observing player B's operations on his own character, so as to improve player A's game level.
[0065] Furthermore, after the above-mentioned steps S1 - S3, the present disclosure may further include the following steps: Step S4, in response to the permission termination instruction, control to return the control right of the first object to the first terminal.
[0066] Among them, the permission termination instruction refers to an instruction used to terminate the transfer of object control rights, and its purpose is to end the state of transferring the control right of the first object to the second terminal and reconfigure the control right of the first object to be controlled by the first terminal.
[0067] In an optional implementation manner, the generation method of the permission termination instruction includes at least one of the following: detecting that the first terminal or the second terminal triggers the permission termination instruction; detecting that the first object and / or the second object meet the specified conditions; detecting that the permission transfer duration set by the object control right transfer request reaches the preset maximum duration limit.
[0068] Specifically, as mentioned above Figure 4As shown, after the first terminal transfers the control right of the first object to the second terminal through the permission transfer control, a "Cancel Control" button as shown in the figure can be provided in the game interface of the first terminal and / or the second terminal during the control right transfer period. Either player A or player B can trigger the above permission termination instruction through this button, so that any player can end the control right transfer state and restore the original control relationship when needed.
[0069] Meanwhile, when player B controls the first object, many situations may occur between the first object and the second object. For example: it may be that player B who controls the first object makes a manipulation mistake and causes the first object to be killed / eliminated; it may also be that player B originally controls the second object, but due to no one controlling it or being controlled by player A with a low skill level, and not noticing for a moment that other players find it being attacked, the second object enters the combat state; it may also be that player B who controls the first object successfully helps player A complete the game round, resulting in the first object ending the game round and exiting the game, etc. It can be understood that when the above-mentioned many situations such as being killed / eliminated and operation mistakes occur, this mechanism can not only help low-skill players get through dangerous situations, but also promote skill transfer and teamwork among players. It can be understood that when the above-mentioned many situations occur, it is necessary to trigger the above permission termination instruction, thereby ending the control right transfer state and restoring the original control relationship. For example, making player B go back to control his own game character, the second object.
[0070] It can be understood that through the above step S4 of the present disclosure, when an unexpected situation occurs in the game, the control right transfer state can be ended in time through the permission termination instruction, and the original control relationship can be restored, avoiding greater losses after the control right transfer.
[0071] Furthermore, after the above steps S1 - S4, the present disclosure may further include the following steps: Step S5, in response to the confirmation instruction of the second terminal for the object control right transfer request, control the transfer of the control right of the second object to the first terminal, so that the first terminal controls the second object to play the game.
[0072] As mentioned above, the control right transfer can be two-way, forming an exchange of character control rights. After player B takes over the control right of the first object, the control right of the second object originally controlled by player B can be transferred to player A at the same time, enabling the two players to exchange roles for operation. This not only solves the dilemma of players with lower technical levels in dangerous situations, but also avoids the situation where the characters of high-level players are not controlled during the control right transfer period.
[0073] Step S6, in the first terminal, render the game perspective screen corresponding to the second object in real time, and display the real-time tactical data of the first object controlled by the second terminal in the game perspective screen.
[0074] It can be understood that in order for Player A to timely understand the combat situation of his game character, during the transfer of control rights, a combat data panel can be displayed on the first terminal. The combat data panel is at least used to present at least one of the following indicators obtained by the first object controlled by the second terminal during the game: the number of enemy objects killed, the value of the obtained supplies, and the score of the executed combat behavior.
[0075] Please refer to Figure 5 , which shows a schematic diagram of the actual application of the above steps S5 and S6 in a shooting game. As shown in the figure, during the transfer of control rights, the game perspective screen corresponding to the second object is rendered in real time on the first terminal. It can be seen from the figure that the game perspective screen not only includes the second object controlled by the first terminal after the transfer of permissions, but also displays the above-mentioned combat data panel in the upper left corner of the game perspective screen. Among them, the content displayed on the combat data panel includes: "Player B has killed enemies for you: 2" and "Player B has obtained for you: $51,210".
[0076] It can be understood that through the above steps S5 and S6 of the present disclosure, the exchange of controlled characters is realized among players with different game levels in the game, and low-level players can, while controlling the characters of high-level players, learn about the game results obtained by high-level players controlling their own characters, improving their game experience and enriching the game play.
[0077] Based on the above various embodiments, the following will take a multiplayer online tactical shooting game and Players A and B in the game as examples to specifically describe the specific application process of the object permission control method provided by the present disclosure in this game. Among them, Player A is a player with a lower technical level (the KDA value is lower than 80% of the players in the game), and Player B is a player with a higher technical level.
[0078] At the beginning of the game, Player A and Player B form a team through the in-game team formation system and jointly enter the game map to perform tasks. Since the game map is large and the tasks are complex, the two players may separate and act independently in different areas at certain times in order to improve the search efficiency.
[0079] When Player A suddenly hears gunshots or footsteps nearby during the exploration process, or discovers enemy players within the field of vision, the game system will automatically detect this potential dangerous situation. Since Player A has a lower technical level, facing this situation may feel nervous and flustered and is difficult to effectively respond to the upcoming battle. At this time, the game system will display a prominent "Request control from teammate" button (i.e., the permission transfer control) on Player A's screen. This button is usually located at an easy-to-click position on the screen, such as the lower right corner or the middle lower part, and uses a prominent color and design to enable players to quickly identify and operate it in a tense state.
[0080] When player A realizes that he may have difficulty coping with the current situation, he can click this permission transfer control. After clicking, the game system will immediately send an object control transfer request to player B's terminal. This request contains player A's current location information, the direction he is facing, surrounding environment data (such as the location of the detected enemy footsteps, the direction of the most recent gunshots, the location of the enemy in the field of view, etc.), as well as key information such as player A's equipment status and health value.
[0081] At the same time, a notification window will pop up on the game interface of player B, displaying the message "Teammate requests control help" and a summary of the dangerous situation currently faced by player A, such as "Enemy spotted" or "Close footsteps heard". In addition, the notification window will also display player A's location (possibly in the form of a mark on the minimap), health status, and main equipment information to help player B quickly assess the situation.
[0082] After receiving the request, player B can choose to accept or reject the request. If player B is currently in combat or in other inconvenient situations to take over, he can choose to reject the request, and the system will send a prompt to player A that "teammates are temporarily unable to provide assistance." However, if player B chooses to accept the request and clicks the "Accept" button in the notification window, the game system will begin the process of transferring control permissions.
[0083] After the transfer of control authority is executed, player B's terminal will immediately switch to the perspective of controlling player A's character, and at the same time, player A's terminal will switch to the perspective of controlling player B's character, realizing a two-way exchange of character control. After player B takes over player A's character, the system will briefly display (about 3 seconds) on player B's interface the environmental information collected by player A when requesting help, such as the last known location of nearby enemies, the direction of footsteps heard, etc. This information is displayed in the game scene with visual markers to help player B quickly understand the battlefield situation.
[0084] After taking over, player B can use his high gaming skills to control player A's character to deal with dangerous situations, such as making reasonable use of cover, accurately shooting enemies, or strategically retreating, etc. At the same time, by observing player B's operation of his character, player A can learn the gaming skills and tactical thinking of high-level players.
[0085] During the control transfer, both players will have clear visual cues on their screens to indicate the current control status. In addition, the system will provide a "Cancel Control Exchange" button on both sides' interfaces, which either player can click to end the control exchange and restore to the original control relationship when necessary.
[0086] Through this control permission transfer mechanism, not only is the survival rate of players with lower technical levels increased in dangerous situations, but also a new type of interaction and learning opportunity is created, enabling players to share skills and experiences among themselves, enhancing the social nature and teamwork experience of the game.
[0087] Based on the same inventive concept, embodiments of the present disclosure also provide an electronic device corresponding to the object permission control method in the game. Since the principle of solving problems by the electronic device in the embodiments of the present disclosure is similar to the above method in the embodiments of the present disclosure, the implementation of the electronic device can refer to the implementation of the method, and the repeated parts will not be described again.
[0088] Please refer to Figure 6 , which is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure. As Figure 6 shown in, the electronic device 1100 includes a processor 1110, a memory 1120, and a bus 1130.
[0089] Among them, the memory 1120 stores machine-readable instructions executable by the processor 1110. When the electronic device 1100 runs, the processor 1110 communicates with the memory 1120 through the bus 1130, so that the processor 1110 executes the following instructions when running: Provide a permission transfer control in the first terminal.
[0090] In response to a trigger operation of the first terminal on the permission transfer control, send an object control right transfer request to the second terminal, where the object control right transfer request is used to request to transfer the control right of the first object to the second terminal.
[0091] In response to a confirmation instruction of the second terminal for the object control right transfer request, control to transfer the control right of the first object to the second terminal, so that the second terminal controls the first object to play the game.
[0092] It can be understood that for the above instructions of the present disclosure, when an enemy, footsteps, gunshots, etc. are detected near the first object, and at the same time it is determined that the historical combat data performance of player A is weak, a permission transfer control is provided on the game interface of player A, providing player A with a coping option in a dangerous situation. When player A clicks the permission transfer control, the first terminal will immediately generate a control permission transfer request message. When the request message reaches the second terminal of player B, the second terminal can select an appropriate way to display the request according to the current game state of player B, and at the same time display the current status information of player A and / or the surrounding game environment battlefield information, etc. attached to the object control transfer request, to help player B quickly evaluate the situation and make a decision. By responding to the control transfer request of low-level player A, player B controls the first object on behalf of player A, and uses the game skills and tactical awareness possessed by player B to fight more effectively. At the same time, player A can learn the combat skills, position selection and weapon usage methods of high-level players by observing player B's operations on his own character, so as to improve player A's game level.
[0093] Further, after the above instructions, in an optional implementation manner, the instructions executed by the processor 1110 further include: In response to the permission termination instruction, control the return of the control permission of the first object to the first terminal.
[0094] It can be understood that through the above instructions of the present disclosure, when an unexpected situation occurs in the game, the control transfer state can be terminated in time through the permission termination instruction, and the original control relationship can be restored, avoiding greater losses after the control permission is transferred.
[0095] Further, after the above instructions, in an optional implementation manner, the instructions executed by the processor 11 further include: In response to the confirmation instruction of the second terminal for the object control transfer request, control the transfer of the control permission of the second object to the first terminal, so that the first terminal controls the second object to play the game.
[0096] The game perspective screen corresponding to the second object is rendered in real time on the first terminal, and the real-time tactical data of the first object controlled by the second terminal is displayed in the game perspective screen.
[0097] It can be understood that through the above instructions of the present disclosure, the control of characters is exchanged between players with different game levels in the game, and low-level players can learn about the game results obtained by high-level players when controlling their characters while controlling the characters of high-level players, improving their game experience and enriching the game play.
[0098] In summary, the electronic device provided by the present disclosure, through the control right transfer mechanism, not only improves the survival rate of players with lower technical levels in dangerous situations, but also creates a new type of interaction and learning opportunity, enabling players to share skills and experiences with each other, enhancing the sociality and teamwork experience of the game.
[0099] The embodiments of the present disclosure also provide a computer-readable storage medium, on which a computer program is stored, such that when the computer program is run by a processor, the following instructions are executed: Provide a control right transfer control in the first terminal.
[0100] In response to a trigger operation of the first terminal on the control right transfer control, send a control right transfer request for an object to the second terminal, where the control right transfer request for an object is used to request to transfer the control right of a first object to the second terminal.
[0101] In response to an approval instruction of the second terminal for the control right transfer request for an object, control to transfer the control right of the first object to the second terminal, so that the second terminal controls the first object to play the game.
[0102] It can be understood that for the above instructions of the present disclosure, when it is detected that there are enemies, footsteps, gunshots, etc. near the first object, and at the same time it is judged that the historical combat data performance of player A is weak, a control right transfer control is provided on the game interface of player A, providing player A with a coping option in dangerous situations. When player A clicks the control right transfer control, the first terminal will immediately generate a control right transfer request message. When the request message reaches the second terminal of player B, the second terminal can select an appropriate way to display the request according to the current game state of player B, and at the same time display the current status information of player A and / or the battlefield information of the surrounding game environment attached to the control right transfer request for an object, etc., to help player B quickly evaluate the situation and make a decision. By responding to the control right transfer request of low-level player A, player B replaces player A to control the first object, and uses the game skills and tactical awareness possessed by player B to fight more effectively. At the same time, player A can learn the combat skills, position selection, and weapon usage methods of high-level players by observing the operations of player B on his own character, improving the game level of player A.
[0103] Further, after the above instructions, in an optional implementation manner, when the computer program is run by a processor, the following instructions are also executed: In response to a control right termination instruction, control to return the control right of the first object to the first terminal.
[0104] It can be understood that through the above instructions of the present disclosure, when an unexpected situation occurs in the game, the transfer of control rights can be terminated through permissions, the state of transfer of control rights can be ended in a timely manner, the original control relationship can be restored, and greater losses can be avoided after the transfer of control rights.
[0105] Further, after the above instructions, in an alternative embodiment, when the computer program is run by a processor, the following instructions are further executed: In response to a confirmation instruction from the second terminal for the transfer request of the control right of the object, control the transfer of the control right of the second object to the first terminal, so that the first terminal controls the second object to play the game.
[0106] Render in real time the game perspective screen corresponding to the second object on the first terminal, and display the real-time tactical data of the first object controlled by the second terminal in the game perspective screen.
[0107] It can be understood that through the above instructions of the present disclosure, the exchange of controlled characters is realized among players with different game levels in the game, and low-level players can, while controlling the characters of high-level players, learn about the game results obtained by high-level players when controlling their own characters, improving their game experience and enriching the game play.
[0108] In summary, the electronic device provided by the present disclosure, through the control right transfer mechanism, not only improves the survival rate of players with relatively low technical levels in dangerous situations, but also creates a new type of interaction and learning opportunity, enabling players to share skills and experiences, and enhancing the sociality and teamwork experience of the game.
[0109] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the foregoing method embodiments, and will not be elaborated herein.
[0110] In several embodiments provided by the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point, the displayed or discussed coupling or direct coupling or communication connection between each other can be through some communication interfaces, and the indirect coupling or communication connection of the devices or units can be in electrical, mechanical or other forms.
[0111] The unit described as a separation component may or may not be physically separated. The component displayed as a unit may or may not be a physical unit, that is, it may be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0112] In addition, in each embodiment of the present disclosure, each functional unit may be integrated in a processing unit, may exist physically separately for each unit, or two or more units may be integrated in one unit.
[0113] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such an understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art or a part of this technical solution can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present disclosure. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store program codes.
[0114] Finally, it should be noted that: the above-described embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting it. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements for some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered by the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. A method for controlling object permissions in a game, characterized in that The game at least includes a first object controlled by a first terminal and a second object controlled by a second terminal. The method includes: Providing a permission transfer control in the first terminal; In response to a trigger operation on the permission transfer control by the first terminal, sending an object control right transfer request to the second terminal, where the object control right transfer request is used to request transferring the control right of the first object to the second terminal; In response to a confirmation instruction of the second terminal for the object control right transfer request, controlling to transfer the control right of the first object to the second terminal so that the second terminal controls the first object to play the game.
2. The method according to claim 1, wherein The method further includes: In response to the first object meeting a preset condition, performing the step of providing the permission transfer control in the first terminal; Wherein, the preset condition includes at least one of the following: an enemy situation appears at the location where the first object is located, and the game operation level of the first game account corresponding to the first terminal is lower than a preset level.
3. The method according to claim 2, wherein The game operation level of the first game account being lower than a preset level includes: the ranking of the historical game data of the first game account is lower than a preset ranking in the game.
4. The method according to claim 2, wherein The step of an enemy situation appearing at the location where the first object is located includes at least one of the following: an enemy object appears within the field of vision of the first object, and the first terminal receives a sound signal sent by an enemy object.
5. The method according to claim 1, characterized in that, The object control right transfer request further includes auxiliary information and / or key information, where: The auxiliary information is used to describe the current situation of the first object; The key information is used to describe the current game environment where the first object is located.
6. The method according to claim 5, characterized in that, The method further includes: In response to the second terminal receiving the object control right transfer request, performing a control right transfer prompt in the second terminal, and displaying the auxiliary information and / or the key information.
7. The method according to claim 6, characterized in that, The step of performing a control right transfer prompt in the second terminal includes: In response to the second object being in a combat state, controlling to perform a control right transfer prompt in the second terminal in a first prompt manner; In response to the second object being in a non-combat state, controlling to perform a control right transfer prompt in the second terminal in a second prompt manner; Wherein, the second prompt manner and the first prompt manner have at least visual differences, and / or auditory distinctions, and / or tactile distinctions.
8. The method according to claim 1, wherein The confirmation instruction of the second terminal for the object control right transfer request includes: an immediate confirmation instruction and a delayed confirmation instruction; where: The immediate confirmation instruction is used to indicate that the second terminal can immediately respond to the object control right transfer request and take over the control right of the first object; The delayed confirmation instruction is used to indicate that the second terminal cannot immediately respond to the object control right transfer request, and taking over the control right of the first object needs to meet the takeover conditions set by the second terminal.
9. The method according to claim 8, wherein, The step of, in response to the confirmation instruction of the second terminal for the object control right transfer request, controlling to transfer the control right of the first object to the second terminal includes: In response to an immediate confirmation instruction triggered by the second terminal, control the transfer of the control right of the first object to the second terminal: In response to a delayed confirmation instruction triggered by the second terminal, when the takeover condition corresponding to the delayed confirmation instruction is satisfied, control the transfer of the control right of the first object to the second terminal.
10. The method according to claim 9, characterized in that, The method further includes: In response to a delayed confirmation instruction triggered by the second terminal, prompt the takeover condition corresponding to the delayed confirmation instruction in the first terminal; In response to the first terminal accepting the takeover condition, execute the step of controlling the transfer of the control right of the first object to the second terminal when the takeover condition corresponding to the delayed confirmation instruction is satisfied.
11. The method according to claim 1, wherein After the step of controlling the transfer of the control right of the first object to the second terminal, the method includes: In the second terminal, render in real time a game perspective screen corresponding to the first object, and display in the game perspective screen the enemy situation information of the position where the first object is located within N seconds before the moment when the object control right transfer request is initiated, where N ∈ [1, 5].
12. The method according to claim 9, wherein The step of displaying in the game perspective screen the enemy situation information of the position where the first object is located within N seconds before the moment when the object control right transfer request is initiated includes at least one of the following: In the second terminal, identify the appearance positions of the enemy objects at the position where the first object is located within the N seconds, and / or the displacement routes of the enemy objects within the N seconds; In the second terminal, identify the sound signals emitted by the enemy objects within the N seconds.
13. The method according to claim 1, characterized in that, The step of controlling the transfer of the control right of the first object to the second terminal includes: Control to map the control right of the input device of the first terminal to the second terminal, and provide in the second terminal a manipulation control for controlling the input device, so that the second terminal can control the first object to play the game through the manipulation control; or Establish a binding relationship between the input device of the second terminal and the manipulation control of the first object, so that the second terminal can trigger the manipulation control corresponding to the first terminal through the input device to control the first object to play the game.
14. The method according to claim 1, characterized in that, The method further includes: In response to a permission termination instruction, control the return of the control right of the first object to the first terminal, where the generation method of the permission termination instruction includes at least one of the following: Detect that the first terminal or the second terminal triggers the permission termination instruction; Detect that the first object and / or the second object meet the specified conditions; Detect that the permission transfer duration set by the object control right transfer request reaches the preset maximum duration limit.
15. The method according to claim 14, characterized in that, The first object and / or the second object meeting the specified conditions includes at least one of the following: The first object is killed / eliminated; The second object enters the combat state; The first object completes the game round.
16. The method according to any one of claims 1 to 15, characterized in that, The method further includes: In response to the confirmation instruction of the second terminal for the object control right transfer request, control the transfer of the control right of the second object to the first terminal, so that the first terminal controls the second object to play the game.
17. The method according to claim 16, wherein The method further includes: Render in real time in the first terminal a game perspective screen corresponding to the second object, and display in the game perspective screen real-time tactical data of the first object controlled by the second terminal.
18. The method according to claim 17, wherein The step of displaying in the game perspective screen the real-time tactical data of the first object controlled by the second terminal includes: Present in the second terminal a combat data panel, which is at least used to present at least one of the following indicators obtained when the second terminal controls the first object to play the game: the number of enemy object kills, the value of the obtained supplies, and the score of the executed combat behavior.
19. An electronic device, characterized in that, It includes: A memory storing a computer program; A processor configured to implement the steps of the method according to any one of claims 1-18 when executing the computer program.
20. A computer-readable storage medium storing a computer program, characterized in that, When the computer program is executed by the processor, the steps of the method according to any one of claims 1-18 are implemented.