Interaction method and device in game, electronic equipment and storage medium
The temporary operation panel facilitates single-hand control of distant game objects in strategy games, improving player interaction and reducing operational complexity.
Patent Information
- Application Number
- CN202510494533.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-18
- Publication Date
- 2025-07-15
AI Technical Summary
Strategy games often require precise control of distant game objects which is difficult with single-hand operation due to limited finger reach, leading to cumbersome gameplay, increased device load, and reduced player experience.
A method involving a temporary operation panel displayed on a touchscreen that allows players to control distant game objects by selecting buttons corresponding to these objects, enabling easier and more intuitive single-hand interaction.
Enhances player interaction by allowing single-hand control of distant game objects, reducing operational complexity, and optimizing device resource usage.
Smart Images

Figure CN120305684A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technologies, and in particular, to an interaction method, device, electronic device, and storage medium in a game. Background Art
[0002] In strategy games, it is usually necessary to arrange troops. When using one - hand operation, it is difficult to precisely drag the heroes in the far - end area of the interface because the fingers are difficult to reach, especially the areas on the other side or the upper end of the operating finger. This operation method not only makes the player's operation cumbersome, requiring frequent adjustment of the holding posture or switching to two - hand operation, but also limits the richness of the game play and reduces the player experience. At the same time, due to inconvenient operation, players repeatedly try, increasing the processing burden of the device and occupying more storage space and server resources. Summary of the Invention
[0003] The purpose of the present disclosure is to provide an interaction method, device, electronic device, and storage medium in a game to achieve more convenient and intuitive control of remote game objects under one - hand operation.
[0004] In a first aspect, the present disclosure provides an interaction method in a game. A graphical user interface is provided through a terminal, and the content displayed on the graphical user interface at least partially includes a game scene of the game. The method includes: responding to a first touch operation on the graphical user interface, and displaying a temporary operation panel at the contact position of the first touch operation, where the temporary operation panel includes at least one object button, and each object button corresponds to a game object in a target area of the game scene; responding to a second touch operation on the temporary operation panel, and determining a target object button; controlling the game object corresponding to the target object button to perform a preset operation.
[0005] In a second aspect, the present disclosure provides an interaction device in a game, including: a display module, configured to respond to a first touch operation on the graphical user interface, and display a temporary operation panel at the contact position of the first touch operation, where the temporary operation panel includes at least one object button, and each object button corresponds to a game object in a target area of the game scene; a determination module, configured to respond to a second touch operation on the temporary operation panel, and determine a target object button from the at least one object button; a control module, configured to control the game object corresponding to the target object button to perform a preset operation.
[0006] In a third aspect, the present disclosure provides an electronic device, including: a processor and a memory, where at least one instruction is stored in the memory, and the at least one instruction is loaded and executed by the processor to implement the steps in the interaction method in a game described in any one of the above.
[0007] Fourthly, the present disclosure provides a computer-readable storage medium storing at least one instruction, which is loaded and executed by a processor to implement the steps in the interaction method in the game described in any one of the above.
[0008] The present disclosure provides an interaction method, device, electronic device and storage medium in a game. By providing a graphical user interface through a terminal, the content displayed on the graphical user interface at least partially includes the game scene of the game. The method includes: responding to a first touch operation on the graphical user interface, and displaying a temporary operation panel at the contact position of the first touch operation, wherein the temporary operation panel includes at least one object button, and each object button corresponds to a game object in the target area of the game scene; responding to a second touch operation on the temporary operation panel to determine a target object button; controlling the game object corresponding to the target object button to execute a preset operation. Through the method provided by this embodiment, it enables users to more conveniently control game objects at the far end of the interface in a single-handed operation mode, centrally displays the objects that were originally scattered in the game scene and difficult to reach in the temporary operation panel, improves the user's interaction experience, and enables players to complete precise operations without adjusting the holding posture; at the same time, it enriches the operation methods and strategy selections of the game, enhances the playability and tactical depth of the game; in addition, this method optimizes the utilization rate of device resources, reduces the computing load, and solves the human-computer interaction problem in single-handed operation of mobile devices by reducing repeated trial operations. Description of the Drawings
[0009] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present disclosure. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.
[0010] Figure 1 It is a schematic flowchart of an interaction method in a game provided by an embodiment of the present disclosure; Figure 2 It is a schematic diagram of an application scenario of the interaction method in a game provided by an embodiment of the present disclosure; Figure 3 It is another schematic diagram of an application scenario of the interaction method in a game provided by an embodiment of the present disclosure; Figure 4 It is another schematic diagram of an application scenario of the interaction method in a game provided by an embodiment of the present disclosure; Figure 5 It is a schematic diagram of an interaction device in a game provided by an embodiment of the present disclosure; Figure 6 It is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Detailed implementation manners
[0011] The technical solutions of the present disclosure will be clearly and completely described below in conjunction with the embodiments. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in the present disclosure without creative efforts shall fall within the protection scope of the present disclosure.
[0012] This embodiment provides an interaction method in a game. The method provides a graphical user interface through a terminal device, and a game interface is displayed in the graphical user interface. The game interface includes a game scene screen and a user interface (User Interface, UI interface). Among them, the game interface refers to the interface corresponding to the application program provided or displayed through the graphical user interface. The user interface is used for information interaction with the user and may include game design elements such as buttons, animations, texts, sounds, windows, etc. that are in direct or indirect contact with the user. In an alternative implementation manner, the interface elements in the user interface may include the following controls: (1) Controls related to controlling the character, such as skill controls, movement controls, function controls, etc.; (2) Controls for indicating information, which may also be referred to as indication information identifiers, such as direction indication identifiers, character indication identifiers, character stamina identifiers, prop pickup points or treasure chest location points, etc.; (3) Information display controls, which may also be referred to as information display areas, such as displaying basic character information (character name, occupation, health value, true qi value, etc.), character status information (such as whether in a coma, poisoned, etc.) or game information (such as the number of kills, game time, etc.); (4) Game setting controls, such as system settings, stores, gold coins, etc. In addition, the controls displayed in the user interface of different games may be different. The user interface of some games may also include a friend list control, through which the relevant information of the added friends can be viewed, and operations such as chatting, visiting the home, deleting, etc. can be performed. There are also some games that include task-related controls, such as displaying the current task list, including main tasks and side tasks, etc. These controls can help users better manage and play the game.
[0013] In an alternative implementation manner, the game scene screen is the screen corresponding to the terminal device displaying a virtual scene. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, which may also be referred to as player virtual characters), NPC characters (Non-Player Character), AI (Artificial Intelligence) characters, etc. that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.
[0014] The above virtual scene is the content displayed (or provided) when the game application runs on the terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects to fight. The exemplary virtual scene may include at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, the virtual scene is a scene for displaying the release of cards or displaying virtual objects corresponding to the cards. The exemplary virtual scene may include elements such as a ring arena, a decisive battle field, or other "field" elements that can display the card battle status or other elements. For a 2D or 2.5D multiplayer online tactical competitive game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. The exemplary virtual scene may include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0015] The above virtual object refers to a dynamic object that can be controlled in the virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by the player through an input device, or an AI character set in the virtual environment battle through training, or an NPC set in the virtual scene battle. Optionally, the virtual object is a virtual character competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle. This disclosure embodiment does not limit this. In a possible implementation manner, the user can control the virtual object to move in the virtual scene. For example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application program to fight with other virtual objects.
[0016] The interaction method in the game in one embodiment of the present disclosure can run on a terminal device or a server. Among them, the terminal device can be a local terminal device, such as a touch device or a non-touch device. When the interaction method in the 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 a client device.
[0017] In an optional implementation, cloud games can be run under the cloud interaction system. Cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive method in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the 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 the game interface and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game interface.
[0018] In an optional embodiment, the terminal device may be a local terminal device, which stores a game program and is used to present a game interface. The local terminal device is used to interact with the player through the game interface, that is, the game program is downloaded and installed through the conventional electronic device and run. The local terminal device may provide the game interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the game interface, the game interface includes a game scene screen, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0019] In this embodiment, a method for interaction in a game is provided. Figure 1 is a flowchart of an interactive method in a game according to an embodiment of the present disclosure, such as Figure 1 As shown, the process includes the following steps: Step S101, in response to a first touch operation on a graphical user interface, displaying a temporary operation panel at a touch point of the first touch operation, wherein the temporary operation panel includes at least one object button, each object button corresponding to a game object in a target area of a game scene; Step S102, in response to a second touch operation on the temporary operation panel, determining a target object button from at least one object button; Step S103, controlling the game object corresponding to the target object button to perform a preset operation.
[0020] The method provided in this embodiment solves the technical problem of players having difficulty reaching the remote interface with one hand in vertical screen games. By introducing a temporary operation panel, the operations in the scene with dispersed physical distances are converted into UI layer operations with compact distances. Players no longer need to reach the far end of the screen with effort. They can easily control the game objects by simply generating a temporary operation panel at the contact point, which greatly reduces the difficulty of operation and improves the interactive experience of the game. At the same time, this operation method enables players to perform one-handed operations more conveniently, solves the problem of touch accessibility in computer interface interaction, and improves the playability and richness of the game.
[0021] The above steps are described in detail below.
[0022] In step S101, in response to a first touch operation on a graphical user interface, a temporary operation panel is displayed at the contact point of the first touch operation, wherein the temporary operation panel includes at least one object button, and each object button corresponds to a game object in a target area of a game scene.
[0023] The graphical user interface is the interactive interface displayed by the game application on the terminal device. The graphical user interface is a visual medium for interaction between the game and the player, and includes multiple elements such as game scenes, control buttons, and information display.
[0024] In an optional embodiment, the graphical user interface is a vertical screen display interface of an auto chess game on a mobile device. For example, in a vertical screen auto chess mobile game, the graphical user interface displays the entire game scene, including the battle area, the waiting area, and other areas, as well as various function buttons and game information.
[0025] In an optional embodiment, the graphical user interface is divided into multiple functional areas, including a battle area and a waiting area, the battle area is located in the upper half of the screen, and is used to display heroes that have already participated in the battle, and the waiting area is located in the lower half of the screen, and is used to display heroes waiting to participate in the battle. For example, in an auto chess game, a player can drag a hero in the waiting area to a designated position in the battle area during the battle preparation phase to arrange a battle lineup.
[0026] In an optional embodiment, the graphical user interface also includes other functional areas, such as game elements such as a store, an equipment bar, a timer, a gold coin display area, etc. For example, in an auto chess game, a player can view the heroes available for purchase in the store, view the countdown of the current round, or view game information such as the amount of his own gold coins.
[0027] The first touch operation is a touch action performed by the user on the touch screen of the terminal device, such as clicking, pressing or tapping, etc. The first touch operation is an initial input method for the user to interact with the graphical user interface, and is used to trigger the display of the temporary operation panel.
[0028] In an alternative embodiment, the first touch operation is a clicking action of the player's finger on the target area (such as the waiting area) of the game interface. For example, in a vertical-screen auto chess game, the player clicks anywhere in the waiting area with the thumb, and after the system detects this clicking behavior, it is recognized as the first touch operation.
[0029] In an alternative embodiment, the first touch operation can be a long-press operation that lasts for a certain period of time. The system determines whether to trigger the temporary operation panel by judging whether the pressing duration exceeds a preset threshold. For example, when the player presses the screen in the waiting area and holds it for more than 0.5 seconds, the system recognizes it as an instruction to bring up the temporary operation panel.
[0030] In an alternative embodiment, the first touch operation can also be a specific gesture operation, such as double-clicking or swiping in a specific pattern. For example, the player quickly double-clicks or draws an "O" gesture on the interface, and after the system recognizes this specific gesture, the temporary operation panel is displayed.
[0031] Among them, the temporary operation panel is a set of interactive controls in the shape of a circle or other shapes that are temporarily displayed after the touch operation is triggered. The temporary operation panel is a dynamically generated UI element used to centrally display operable game objects for easy user selection and control.
[0032] In an alternative embodiment, the temporary operation panel is a circular semi-transparent control surrounded by multiple small buttons representing game objects. For example, in an auto chess game, the temporary operation panel may be a disk-shaped UI with avatar buttons representing each waiting hero distributed on it, and the player can conveniently select any hero.
[0033] In an alternative embodiment, the temporary operation panel can dynamically adjust its size and button layout according to the number of game objects. For example, when there are 5 heroes in the waiting area, the temporary operation panel will evenly arrange 5 buttons; when there are 8 heroes, the buttons will be smaller and arranged in a circle to ensure that all heroes can be selected.
[0034] In an alternative embodiment, the temporary operation panel can have a hierarchical structure, and the buttons are grouped and displayed according to the attributes of the game objects (such as hero rarity, class type, etc.). For example, the temporary operation panel can identify heroes of different rarities with different colors, or classify melee heroes and ranged heroes into different sectors respectively.
[0035] Among them, the contact position is the specific position coordinates where the user's finger touches the screen. The contact position determines the position where the temporary operation panel appears. Usually, the temporary operation panel is displayed centered on the touch point to ensure the convenience of operation. Or, based on the position of the touch point and the operating hand, the display position of the temporary operation panel is determined. If the current operating hand is the left hand and the touch point is located at the left edge of the screen, the temporary operation panel is displayed on the right side of the touch point. If the current operating hand is the right hand and the touch point is located at the right edge of the screen, the temporary operation panel is displayed on the left side of the touch point.
[0036] In an optional implementation, the contact position is the exact pixel coordinates where the user's finger touches the touch screen. For example, when the user presses a finger at the screen coordinates (300, 500), the system will record this coordinate and display the temporary operation panel centered on it.
[0037] In an optional implementation, the system may fine-tune the contact position to ensure that the generated temporary operation panel is completely within the screen range. For example, if the user's touch point is too close to the screen edge, the system will appropriately adjust the position of the temporary operation panel so that it does not exceed the screen display range.
[0038] In an optional implementation, the contact position may be personalized according to the user's hand shape and habits. For example, the system may learn the user's operation habits, making it easier to trigger the temporary operation panel in the areas frequently used by the user, or adjusting the display position of the operation panel to better fit the range of the user's thumb movement.
[0039] Among them, the object button is a clickable control in the temporary operation panel that represents a game object. The object button is the core interactive element of the temporary operation panel. Each button corresponds to a specific game object in the game scene, and the corresponding game object can be operated by selecting the button.
[0040] In an optional implementation, the object button can be a small circular icon that displays a hero avatar. For example, in an auto chess game, each button on the temporary operation panel displays the avatar picture of a hero, and players can quickly find and select the hero they want to operate by recognizing the avatar.
[0041] In an optional implementation, the object button can contain additional visual information, such as hero level, star rating, equipment status, etc. For example, the button of a 3-star hero may have a special gold border, and the hero equipped with a powerful item may have a special mark to help players quickly identify the hero status.
[0042] In an optional implementation, the object button can have different visual styles according to the attributes of the game object. For example, the hero buttons of different classes may have different background colors, and heroes with different rarities may have different border effects, enabling players to quickly distinguish different types of game objects.
[0043] Among them, the game object is an interactive entity element in the game scene, such as a character, a prop, etc. The game object is the basic unit of the game content, and in an auto chess game, it mainly refers to various controllable hero characters. Players can collect and deploy hero units of multiple different classes and races, and each hero has unique skills and attributes, such as health, attack power, defense power, skills, etc. For example, a warrior hero may have higher health and defense, while a mage hero has powerful skill damage but lower health.
[0044] In an optional implementation, the game object can grow and be strengthened during the game process. For example, players can upgrade the star level by synthesizing the same hero, or enhance the combat ability of the hero by equipping props, and these changes will be reflected on the object button of the temporary operation panel.
[0045] Among them, the target area is a specific functional partition in the game scene, such as a combat area or a waiting area. The target area defines the range of game objects that the temporary operation panel can control, and different target areas contain different types of game objects.
[0046] In an optional implementation, the target area can be the waiting area in an auto chess game, which is used to store the heroes that have not yet entered the battle. For example, there may be multiple candidate heroes in the waiting area below the game interface, and players can quickly select these heroes through the temporary operation panel and deploy them to the battlefield.
[0047] In an optional implementation, the target area can also be the combat area, which is used to place the heroes that have entered the battle. For example, players can quickly adjust the positions of the heroes on the battlefield through the temporary operation panel without directly touching the battlefield area at the far end of the screen.
[0048] In an optional implementation, the range of the target area can be dynamically changed and adjusted according to the game stage or player settings. For example, in some special game modes, the target area may be extended to include other functional areas such as the equipment bar and the store area, enabling players to perform global operations more conveniently.
[0049] When a player performs a first touch operation, such as a player clicking on the screen in the waiting area, the system immediately generates a circular temporary operation panel at the position of the touch point. This operation panel is centered on the touch point and surrounded by multiple small buttons, and each button displays the head portrait of a waiting hero. For example, if there are 5 different hero units in the waiting area, then 5 corresponding head portrait buttons will be displayed on this temporary operation panel, allowing the player to visually see all the selectable heroes.
[0050] In step S102, in response to a second touch operation on the temporary operation panel, a target object button is determined from at least one object button.
[0051] Among them, the second touch operation is a selective touch behavior performed by the user on the displayed temporary operation panel. The second touch operation is a further interaction of the user on the temporary operation panel, used to clearly select the specific game object to be operated.
[0052] In an optional implementation manner, the second touch operation is that the user clicks on a specific object button on the temporary operation panel. For example, the player can directly click on the button displaying the head portrait of a certain hero on the temporary operation panel, and the system will recognize this click and determine that this hero is the target object.
[0053] In an optional implementation manner, the second touch operation can be a sliding gesture from the center of the temporary operation panel towards a certain object button. For example, the player can slide a finger from the center of the temporary operation panel towards a certain hero button, and the system will determine the target hero according to the end point or direction of the slide.
[0054] In an optional implementation manner, the second touch operation can also include long-pressing a certain object button and performing subsequent dragging actions. For example, the player can long-press a certain hero button and then directly drag it to the target position on the battlefield to achieve a coherent operation of selection and deployment.
[0055] Among them, the target object button is the object button finally selected by the user through the second touch operation. The target object button is the button corresponding to the specific game object finally selected by the user to be operated, and the system will determine the acting object of the subsequent operation based on this button.
[0056] In an optional implementation manner, the target object button will display a highlighting effect after being selected to provide visual feedback. For example, when the player clicks on the button of a certain hero on the temporary operation panel, the button will immediately display a golden border or a glowing effect, indicating that this hero has been selected as the target object.
[0057] In an alternative embodiment, the determination of the target object button may need to comply with specific game rule restrictions. For example, in certain states (such as when the hero is on cooldown), even if the player clicks the corresponding button, the system may not determine it as the target object and give corresponding prompt information.
[0058] In step S103, control the game object corresponding to the target object button to perform a preset operation.
[0059] Among them, control is a game object operation instruction executed by the system according to user input. Control is the process of converting the player's interaction intention into specific in-game behaviors and is the core link to achieve game interaction.
[0060] In an alternative embodiment, control means that the system performs operations such as moving and skill releasing on a specific game object according to the player's selection. For example, when the player selects a certain hero on the temporary operation panel, the system may control the hero to move to a designated position on the battlefield.
[0061] In an alternative embodiment, the control process may include multiple steps and auxiliary elements. For example, when controlling the hero to move, the system may first display a preview line of the movement trajectory and then execute the actual movement operation according to the trajectory confirmed by the player.
[0062] In an alternative embodiment, the control behavior may be affected by game rules and states. For example, if the target position is already occupied by other heroes, the system may perform different control behaviors, such as displaying prompt information or selecting the nearest available position.
[0063] Among them, the preset operation is an executable behavior predefined for the game object, such as moving, attacking, using skills, etc. The preset operation is a set of various behaviors that the game object can execute, and different types of game objects may have different preset operations.
[0064] In an alternative embodiment, the preset operation can be the operation of moving the hero from the waiting area to the combat area. For example, in an auto chess game, the player can select a waiting hero through the temporary operation panel and then deploy it to a specific position on the battlefield.
[0065] In an alternative embodiment, the preset operation can also be the redeployment operation of adjusting the position of the hero already on the battlefield. For example, the player can select a certain hero on the battlefield and then move it to another position on the battlefield to adjust the tactical formation.
[0066] In an alternative embodiment, the preset operation can also include other game behaviors such as using items and activating skills. For example, in certain game modes, the player can select a hero through the temporary operation panel and then equip it with specific items or activate special abilities.
[0067] Once the player determines the target object button, the system will immediately control the corresponding game object to perform a preset operation. For example, when the player selects the "Dragon Knight" button, the system will control the Dragon Knight to perform a preset movement operation. At this time, the player may see an auxiliary line extending from the temporary operation panel to the battlefield, indicating the direction and target position where the Dragon Knight is going to move. When the player confirms the movement or ends the second touch operation, the Dragon Knight character will move from the waiting area to the target position on the battlefield according to the preset animation effect, completing the operation of entering the battle.
[0068] As Figure 2 shown, in a specific application scenario, the player is in a battle of a vertical self-chess game. The game interface is divided into an upper battle area 201 and a lower waiting area 202. The battle area 201 shows multiple hero units that have already entered the battle, and the waiting area shows multiple heroes to be selected. In the preparation stage, the player needs to select a suitable hero from the waiting area and deploy it to the battlefield to form the best lineup.
[0069] However, due to the long screen, the position above the battlefield is difficult for one-handed operation players to reach. And when the player operates with one hand, or the screen is wider, the positions on the left or right side of the screen are difficult to reach. At this time, the player activates the temporary operation panel function. The player clicks (the first touch operation) on the first position 203 of the screen in the waiting area, and the system immediately generates a rectangular temporary operation panel 301 at the first position 203. See Figure 3 shown, the avatars of all heroes in the waiting area are displayed on the panel, and all heroes in the waiting area 202 are deleted.
[0070] The player views the hero options on the temporary operation panel 301, finds a powerful hero, and clicks or long-presses (the second touch operation) the avatar button 302 of the hero. The system recognizes this operation, immediately highlights the button, and extends an auxiliary indication line 303 from the center of the operation panel. The auxiliary indication line 303 indicates the second position 304 on the battle area 201. Among them, the length of the auxiliary indication line 303 changes with the pressing duration of the player's finger, and the direction changes with the movement of the finger. When the direction or length of the auxiliary indication line 303 changes, the position indicated by the auxiliary indication line 303 will also change from the second position 304 to other positions. If the player approves of the second position 304, that is, the second position 304 is the desired placement position, the player can end the second touch operation (when the second touch operation is a long-press operation), or click the avatar button 302 again (when the second touch operation is a click operation), so that the system places the game object corresponding to the avatar button 302 at the second position 304 in the battle area 201, such as smoothly moving from the waiting area 202 to the second position 304, as Figure 4As shown, the temporary operation panel 301 is retracted, so that the number of game objects in the waiting area 202 changes from the original 4 to the current 3. Throughout the process, the player does not need to reach the far end of the screen and can complete all operations within the reach of the finger.
[0071] In this way, the player can easily control the deployment of all heroes in the game, without being restricted by the physical size of the screen and the reach of the finger, greatly improving the convenience of one-handed operation and the gaming experience.
[0072] In an optional implementation, the target area is the combat area or the waiting area, where the combat area is the area in the game scene for placing the deployed game objects, and the waiting area is the area in the game scene for placing the game objects to be deployed.
[0073] Among them, the combat area is a dedicated area in the game scene for placing the deployed game objects participating in the battle. The combat area is the actual battlefield in the game, and the game objects deployed in this area will automatically fight according to the game rules. The combat area is usually located in the upper half of the game interface and is presented in a grid form. For example, in an auto chess game, the combat area may be an 8×8 or other sized chessboard grid, and each grid can place a game character. Different positions in the combat area may have different strategic significances. For example, the front row position is suitable for placing tank-type heroes, the back row position is suitable for placing output-type heroes, and the edge position may be suitable for placing heroes with special effects. The combat area may change with the progress of the game. For example, in some rounds, special effects may appear in some areas of the combat area, such as a flame zone that causes continuous damage to the units standing on it, or a healing zone that provides continuous recovery effects for the units.
[0074] Among them, the waiting area is a dedicated area in the game scene for placing the game objects to be deployed. The waiting area is the area where the player reserves the game objects that have not been deployed, and these objects can be deployed to the combat area to participate in the battle at an appropriate time. The waiting area is usually located in the lower half of the game interface and displays multiple candidate game objects in a horizontal row or grid form. For example, in an auto chess game, the waiting area may horizontally arrange the hero units that the player has obtained but not yet deployed. The capacity of the waiting area may be limited, and the player needs to manage the space in the waiting area. For example, when there are already 8 heroes in the waiting area, if the player obtains a new hero, they may need to decide whether to sell the existing heroes or reorganize the lineup. The game objects in the waiting area may display additional status information. For example, the waiting heroes may display their current level, equipment status, whether they can be star-upgraded, etc. information to help the player make strategic decisions.
[0075] In an alternative embodiment, the first touch operation is a touch operation on a target area. For example, when the target area is located as the battle area, the first touch operation is a touch operation on the battle area; when the target area is defined as the waiting area, the first touch operation is a touch operation on the waiting area. For another example, when the first touch operation is an operation on the battle area, the battle area is defined as the target area in the embodiments of the present disclosure; when the first touch operation is an operation on the waiting area, the waiting area is defined as the target area in the embodiments of the present disclosure.
[0076] Among them, the touch operation on the target area refers to the touch behavior of the user within the target area of the game interface. This touch operation is a direct interaction with a specific position in the target area.
[0077] In an alternative embodiment, the touch operation on the battle area or the waiting area can be a click or a long press on a blank position in the battle area or the waiting area. For example, the player can click on a blank space in the battle area, and after the system recognizes this operation, a temporary operation panel is displayed at this position to facilitate the player to select the heroes already on the field and redeploy. The touch operation on the battle area or the waiting area can also be a long press after clicking on a game object in the battle area or the waiting area.
[0078] As an alternative embodiment, before displaying the temporary operation panel at the contact position of the first touch operation in response to the first touch operation on the graphical user interface, the method further includes: starting a temporary operation mode in response to a trigger operation on the graphical user interface. In this way, the user can enter the temporary operation mode through an explicit trigger operation, increasing the controllability and flexibility of the interaction.
[0079] Optionally, the trigger operation can be a click operation on a specific area in the graphical user interface. The game interface can set a dedicated trigger button at the screen edge, the bottom toolbar, or the settings menu, and the user can start the temporary operation mode by clicking this button. This design makes the startup process of the temporary operation mode clear and predictable, avoiding the situation that the user accidentally triggers the temporary operation mode due to accidental touch during the normal game process, and improving the stability and predictability of the user experience.
[0080] Optionally, the startup of the temporary operation mode can be accompanied by clear visual feedback, such as the interface dimming, the appearance of a semi-transparent mask layer, and a highlighted prompt of a specific color displayed at the screen edge. These visual feedbacks can clearly inform the user that the temporary operation mode has been entered, helping the user quickly perceive the current interaction state and avoiding operation errors caused by unclear states. The visual feedback can also include simple operation prompts to help new users quickly understand the usage method of the temporary operation mode.
[0081] Optionally, the game can provide custom configuration options for the temporary operation mode, allowing players to set the types of triggering operations according to their personal preferences. For example, left-handed and right-handed players may have different operation habits. Allowing them to choose the triggering method that best suits them can significantly improve the operation comfort. This personalized setting enhances the accessibility of the game, enabling players with different operation habits to efficiently use the temporary operation panel function.
[0082] As an alternative implementation, in response to a first touch operation on the graphical user interface, a temporary operation panel is displayed at the contact position of the first touch operation, including: in the temporary operation mode, in response to a first touch operation on the graphical user interface, a temporary operation panel is displayed at the contact position of the first touch operation. In this way, it is ensured that the temporary operation panel is only triggered and displayed after the user explicitly enters the temporary operation mode, avoiding accidental triggering during normal game operations and improving the accuracy of interaction and user experience.
[0083] As an alternative implementation, in the temporary operation mode, the temporary operation panel is continuously displayed until a close instruction is received or the display duration of the temporary operation panel reaches a preset duration. In this way, by setting the continuous display mechanism of the temporary operation panel, users can complete multiple operation selections without being pressured by time limitations, improving the flexibility of game interaction and user experience. At the same time, the impact of the temporary operation panel occupying the screen space for a long time on the intuitiveness of the game scene is avoided through the close instruction or preset duration limit.
[0084] Optionally, the continuous display mechanism of the temporary operation panel can be understood as a user-friendly design, different from the traditional click-and-disappear interaction mode. In the temporary operation mode, after the user completes the first touch operation, the temporary operation panel is generated at the contact position and remains displayed. This continuous display feature allows users not to have to complete decisions and operations in a short time and can calmly observe, think, and select the game objects to be operated. For example, in an auto chess game, users may need to adjust the positions of multiple heroes or need to carefully compare the attributes of several candidate heroes before deciding which one to send into battle. If the temporary operation panel disappears immediately, users need to repeatedly trigger the first touch operation, greatly reducing the operation efficiency. Through the continuous display mechanism, users can complete multiple operations continuously after one trigger, reducing the number of repeated triggers and improving the coherence and efficiency of operations.
[0085] Optionally, the termination of the display of the temporary operation panel includes two methods: receiving a close instruction or the display duration reaching a preset duration. The close instruction can be an active operation by the user, such as clicking the close button on the temporary operation panel, as Figure 3The closing button 305 in it, or click on the area outside the temporary operation panel, or use a specific gesture (such as pinching with two fingers), etc. This active closing method gives users the autonomy to control the interface, and users can decide when to end the temporary operation mode according to their own needs. The preset duration is an automatic protection mechanism to prevent users from forgetting to close the temporary operation panel or causing the temporary operation panel to occupy the screen for a long time due to other reasons. The preset duration can be set to a reasonable value according to the rhythm and operation complexity of the game. For example, for fast-paced games, it may be set to 5 - 10 seconds, while for more strategic games, it may be set to 15 - 30 seconds, ensuring that users have enough time to complete the operation without overly occupying the screen space.
[0086] As an optional implementation manner, the temporary operation panel is displayed at the contact position of the first touch operation, including: generating a temporary operation panel at the contact position of the first touch operation, and displaying at least some of the game objects in the target area in the form of buttons in the temporary operation panel. In this way, by directly generating the operation panel at the touch position and automatically converting the game objects in the target area into the form of buttons for display, the convenience of one-handed operation of players is improved, and the problem that it is difficult for fingers to reach the far-end area is solved.
[0087] Optionally, the generation position of the temporary operation panel is directly associated with the position of the user's first touch operation, so that the operation panel always appears at a position that can be easily reached by the user's finger, thus avoiding the problem that the user needs to move the finger to a distant position on the screen for operation. In vertical-screen auto-chess games, the touching difficulty of the upper and lower positions of the screen varies greatly. Especially when operating with one hand, the upper area of the screen is often difficult to reach. By generating the temporary operation panel at the contact position, the game objects originally scattered throughout the game scene can be concentrated and displayed within the reach of the user's finger, greatly reducing the operation difficulty and enhancing the fluency and comfort of the game experience, enabling players to smoothly perform game operations even in scenarios such as commuting with one hand held.
[0088] Optionally, the generation process of the temporary operation panel is achieved through an animation effect. When the user completes the first touch operation, the system dynamically collects game objects from the target area and converts these objects into buttons and displays them in the temporary operation panel in the form of an animation. This dynamic conversion process can not only intuitively show the user the change relationship of the game objects from the original position to the temporary operation panel, but also enhance the visual coherence of the game interface and the clarity of the interactive feedback. The animation effect can adopt methods such as scaling, fading in and out, or moving, allowing users to clearly understand the correspondence between the game objects and the buttons of the temporary operation panel, reducing the cognitive burden during the operation process, and improving the accuracy and efficiency of the operation.
[0089] Optionally, the game object buttons displayed on the temporary operation panel retain the core visual features of the original game objects, such as key information like hero avatars, levels, star ratings, equipment status, etc., ensuring that players can quickly identify and select the required game objects when using the temporary operation panel. At the same time, to adapt to the compact layout of the temporary operation panel, these game object buttons will undergo appropriate visual simplification and arrangement optimization. For example, a grid layout or a circular layout can be adopted, enabling multiple game objects to be clearly displayed within a limited space for players to quickly browse and select. The size of the buttons will also be dynamically adjusted according to the screen size and the overall size of the temporary operation panel to ensure that each button has sufficient touch area and reduce the possibility of accidental touches.
[0090] Optionally, when the number of game objects in the target area is too large, the temporary operation panel can adopt a paged display or a scrolling list form to ensure that each game object button has sufficient size for players to accurately touch. Users can browse all available game objects by swiping on the temporary operation panel or switch game objects on different pages by clicking on the paging indicator. In addition, the temporary operation panel can also provide filtering and sorting functions based on the attributes or types of game objects, such as classifying by the hero's occupation, cost, or rarity, to help players find the required game objects faster and further improve the operation efficiency. Game objects that meet certain conditions in the target area can also be placed in the temporary operation panel according to their attributes or positions in the target area. This flexible display method ensures that even when there are a large number of game objects, the temporary operation panel can still maintain good usability and operation accuracy.
[0091] As an optional implementation method, the game scene includes a first area and a second area, and the target area is the first area; controlling the game object corresponding to the target object button to perform a preset operation includes: moving the game object corresponding to the target object button to the second area. In this way, the rapid transfer of game objects between different areas is achieved, improving the convenience of players' operations in the game, especially the control ability for the far - end area during one - hand operation.
[0092] Optionally, the first area and the second area can be any two areas with different functions in the game scene. For example, in an auto - chess game, these two areas can be the waiting area and the battle area. The waiting area is usually used to store game objects (such as hero characters) waiting to be deployed, while the battle area is the area where the game objects that have been deployed to participate in the battle are located. Players often need to move game objects between these two areas. For example, move a hero from the waiting area to the battle area for deployment or withdraw a hero from the battle area to the waiting area for adjustment. This operation of transferring objects between areas is one of the core gameplay elements in the game, but in the vertical screen mode during one - hand operation, it is often difficult to complete smoothly due to the length limitation of the screen.
[0093] Optionally, the introduction of the temporary operation panel solves the problem of transferring game objects between regions. When the player activates the temporary operation panel through the first touch operation, the temporary operation panel will be displayed at the touch point, and the game objects in the target area (i.e., the first area) will be presented in the form of buttons. This design centralizes the game objects that were originally scattered in the game scene to a position that can be easily reached by the player's finger, solving the difficulty that the finger cannot reach the far - end area during one - hand operation. The player only needs to select the target object button in the temporary operation panel, and the system will respond to the player's selection and move the corresponding game object to the second area, completing the object transfer operation between regions.
[0094] Optionally, the movement of game objects between the first area and the second area is not limited to one - way operation, but also supports two - way interaction. The player can first move the game object from the first area to the second area through the temporary operation panel, and then move the game object back from the second area to the first area in a similar way. This two - way interaction mechanism provides the player with a more flexible space for adjusting game strategies. The player can continuously adjust the configuration of game objects in each area according to the changes in the game situation to cope with different game challenges.
[0095] Optionally, the operation process of moving the game object corresponding to the target object button to the target position in the combat area reflects the core value of the temporary operation panel. The traditional operation of deploying units usually requires the player to directly drag the game object from the waiting area to the designated position in the combat area. In the vertical screen mode, this may require the finger to move a long distance on the screen, increasing the operation difficulty and the probability of error. With the temporary operation panel, the player only needs to select the target object button in the temporary operation panel and then specify the target position in the combat area to complete the deployment operation. This method significantly reduces the moving distance of the finger on the screen, making one - hand operation easier and more accurate. Especially for users of large - screen devices, this operation method can effectively solve the problem that the finger cannot reach the far - end area.
[0096] As an optional implementation manner, the interaction method further includes: in response to a second touch operation on the temporary operation panel, displaying an auxiliary line extending from the target object button to the second area, where the auxiliary line is used to indicate the target position in the second area; controlling the game object corresponding to the target object button to perform a preset operation, including: in response to the end of the second touch operation, moving the game object corresponding to the target object button to the target position. In this way, by setting the auxiliary line, the player can more precisely control the moving position of the game object, improving the operation accuracy and convenience for the far - end area of the game interface during one - hand operation.
[0097] Optionally, the target location selection mechanism is also an important part of this function. In actual implementation, the system can provide multiple ways for players to specify the target location in the combat area, such as through auxiliary line indication, grid selection, or intelligent recommendation. These mechanisms can be designed according to the specific needs of the game and user habits to ensure that players can accurately place game objects in the ideal location in the combat area. A reasonable target location selection mechanism can further improve operation efficiency, reduce misoperations, and enhance the gaming experience. For example, the system can automatically recommend several optimal placement positions based on the characteristics of game objects and the battlefield situation, and players only need to simply click to complete complex tactical deployments.
[0098] Optionally, the auxiliary line plays a key role in visual guidance in game interaction. When a player performs a second touch operation on the temporary operation panel and selects the target object button, the system will immediately generate an arrow indicator that extends from the button to the second area (such as the combat area). This auxiliary line usually uses a prominent color or special effects (such as a dotted line, arrow, or light effect) to enhance its visibility, ensuring that players can clearly see the direction and approximate position where the target object will move. The starting point of the auxiliary line is fixed on the selected target object button, while the end point changes in real time with the player's touch operation, providing dynamic visual feedback to help players accurately judge the final landing position of the game object.
[0099] Optionally, the second touch operation usually refers to the continuous touch and drag operation performed by the player after selecting the target object button on the temporary operation panel. This operation can be divided into two key stages: First is the selection touch of the target object button. When the player's finger touches the target object button, the system recognizes that the player intends to operate this specific game object. Then is the direction indication stage. The player does not need to move the finger to the distant combat area, but only needs to make a directional sliding motion near the temporary operation panel, and the system will generate the corresponding auxiliary line according to the direction and duration of the slide. This operation mechanism greatly reduces the finger stretching burden of players when operating a vertical screen game with one hand, enabling players to complete precise operations on the distal area within the physically comfortable touch range.
[0100] Optionally, the system's response to the second touch operation is real-time and continuous. Throughout the entire process of the player's touch operation, the auxiliary line will dynamically adjust its direction and length as the finger moves. This real-time response mechanism provides the player with immediate visual feedback, enabling the player to continuously adjust and optimize the target position during the operation. When the player determines a satisfactory target position, they only need to release their finger to end the second touch operation, and the system will consider that the player has confirmed the target position and immediately execute the movement operation of the game object. This design greatly improves the accuracy of the player's operation and the operation experience. Especially in auto chess games that require precise layout of tactical formations, players can fine-tune the auxiliary line to ensure that the game object is placed in the optimal tactical position.
[0101] Optionally, the auxiliary line indication function also has the characteristic of intelligent prompting. When the position in the combat area pointed by the auxiliary line is already occupied by other game objects, the system may give a prompt by changing the color of the auxiliary line or adding a warning icon. Similarly, if the target position is not suitable for the current game object (for example, some special units can only be placed in specific positions), the system will also give corresponding visual feedback. This intelligent prompting mechanism can help players avoid invalid operation attempts, reduce operation errors, and improve the fluency of the game experience. When the player confirms the placement position and ends the touch operation, the system will perform a smooth animation transition to move the game object from the waiting area to the target position in the combat area, enhancing the visual coherence and immersion of the game.
[0102] Optionally, during the second touch operation, the system may display additional game information on or near the auxiliary line to help the player make more informed tactical decisions. For example, when the auxiliary line points to a position in a combat area, the system may display the synergy effects, position bonuses, or tactical tips that may be triggered after placing the current game object at that position. This information usually appears in the form of simple icons or short texts, avoiding interfering with the player's operation sight while providing valuable decision-making assistance information. This information assistance function makes the auxiliary line not just a simple position indicator, but a functional interface element integrating tactical analysis and decision support, enhancing the strategic depth and user experience of the game.
[0103] Optionally, after the second touch operation ends, the system has a certain fault tolerance mechanism when performing the movement operation of the game object according to the target position determined by the auxiliary line. For example, if the end position of the auxiliary line is close to a valid placement grid but not completely coincident when the player releases the finger, the system will intelligently snap the game object to the nearest valid position automatically. This fault-tolerant design takes into account the precision limitations of mobile touch operations and further reduces the operation difficulty of players. Additionally, the system may provide position suggestions according to the characteristics of the game object and the battlefield situation. For example, it gives more position guidance to novice players or recommends more tactically reasonable placement positions at specific game stages, enabling players to better understand and utilize the game mechanism.
[0104] Optionally, the auxiliary line function also supports continuous multi-object operations. When the player completes the placement of one game object, the temporary operation panel remains open, and the player can immediately select the next target object button to perform the same operation process. This continuous operation design enables the player to complete the layout adjustment of multiple game objects within one operation cycle, greatly improving the operation efficiency. Especially in turn-based auto chess games, the lineup adjustment can be completed faster within the limited preparation time. At the same time, the system will record the player's recent several operations, allowing the player to undo the unsatisfactory placement results through a simple undo operation, which further enhances the flexibility and fault tolerance of the operation and provides a more smooth and friendly gaming experience for the player.
[0105] As an optional implementation manner, the second touch operation includes continuous pressing and sliding operations. According to the pressing duration of the pressing operation and the sliding direction of the sliding operation, the length and direction of the auxiliary line are adjusted respectively, wherein the target position is determined based on the length and direction of the auxiliary line. In this way, by combining the operation methods of the length during pressing and the sliding direction, the player can more precisely control the moving target position of the game object, enhancing the control ability over long-distance areas during single-handed operation.
[0106] Optionally, the second touch operation, as a composite touch behavior, includes two stages of continuous pressing (i.e., pressing operation) and sliding (i.e., sliding operation). During the pressing operation stage, the player applies a certain amount of pressure to the target object button on the temporary operation panel, and the system detects this pressure and quantifies it into a specific duration value. This pressing duration value will directly affect the length of the auxiliary line generated subsequently. Generally, the longer the pressing duration, the longer the length of the auxiliary line generated, and vice versa. The length of the auxiliary line actually corresponds to the distance scale in the game scene. This mapping relationship allows players to control the distance moved by the game object by adjusting the pressing duration without directly touching the far end of the screen. Of course, the system can also quantify the pressing operation into a specific pressing force, and determine the length of the auxiliary line based on the pressing force. The greater the pressing force, the longer the auxiliary line, and the less pressing force, the shorter the auxiliary line.
[0107] Optionally, the sliding operation, as another important component of the second touch operation, is mainly responsible for determining the direction of the auxiliary line. When the player slides after completing the press, the system will capture the sliding direction vector in real time and adjust the direction of the auxiliary line accordingly. There is usually a direct correspondence between the sliding direction and the auxiliary line direction. For example, sliding to the upper right will cause the auxiliary line to point to the upper right area of the game scene. This intuitive direction mapping mechanism allows players to quickly and accurately specify the direction of the target position, especially in vertical screen auto chess games, where players can easily move heroes in the waiting area to any position in the battle area, or vice versa.
[0108] Optionally, auxiliary lines serve as a visual guide element, and their length and direction together determine the precise coordinates of the target position. The target position is usually located at the end of the auxiliary line, and the system will calculate the specific coordinate point in the corresponding game scene based on the parameters of the auxiliary line. This calculation process takes into account the actual proportion of the game scene and the limitations of the placement area to ensure that the generated target position is always valid. When the player ends the second touch operation, the system will move the game object corresponding to the target object button directly to the calculated target position, thus completing the entire movement process. The real-time display of the auxiliary lines also provides players with an intuitive preview, allowing players to adjust the target position at any time during the operation.
[0109] As an optional implementation, the second touch operation may refer to a sliding operation, wherein the target object button is determined based on the starting point of the sliding operation, the direction and length of the auxiliary line are determined according to the direction and distance of the sliding operation, and the target position is determined based on the length and direction of the auxiliary line.
[0110] As an alternative implementation, the first area is the waiting area and the second area is the battle area; or, the first area is the battle area and the second area is the waiting area; wherein, the battle area is used to place the game objects that have been deployed, and the waiting area is used to place the game objects to be deployed. In this way, by clearly defining the functional areas in the game scene, users can clearly understand and distinguish the functional uses of different areas, improving the intuitiveness of game interaction and the coherence of operation logic. At the same time, it also provides a clear spatial division basis for the implementation of the functions of the temporary operation panel.
[0111] Optionally, dividing the waiting area and the battle area in the game scene can help players clearly identify the current status of game objects and the executable operations. The waiting area, as the "preparation area" of game objects, stores game objects that have not participated in actual battles but can be called at any time, and these objects are usually in a standby state; while the battle area is the "working area" where game objects actually play their roles, and it places the objects that have participated in the core gameplay of the game. This way of dividing areas conforms to the basic design concept of auto chess games. Players need to move game objects between these two areas to complete tactical deployments, and the introduction of the temporary operation panel breaks the physical limitations of traditional interaction methods, making one-handed operation more convenient.
[0112] Optionally, when the first area is set as the waiting area and the second area is set as the battle area, the temporary operation panel mainly solves the problem of conveniently deploying game objects in the waiting area to the battle area. In a vertical screen auto chess game, the waiting area is usually located at a convenient position at the bottom of the screen, while the battle area may extend to the upper part of the screen, which is difficult to reach with one hand. By triggering the temporary operation panel in the waiting area, players can first select the game object to be deployed, and then directly specify the target position of the object in the battle area through the second touch operation, without actually touching the far end area of the battle area with their fingers, greatly improving the comfort and accuracy of one-handed operation. Especially for users of large screen devices, this interaction method can significantly reduce the inconvenience caused by finger stretching.
[0113] Optionally, when the first area is set as the battle area and the second area is set as the waiting area, the temporary operation panel provides a convenient way to withdraw game objects from the battle area to the waiting area. During the game process, players may need to adjust their tactics and withdraw the deployed game objects to the waiting area for reconfiguration. The traditional operation method requires players to precisely touch a specific game object in the battle area and drag it to the waiting area, which may require multiple finger position adjustments or the use of both hands in the case of one-handed operation. However, through the temporary operation panel mechanism, players can trigger the operation panel at any position in the battle area, quickly select the game object to be withdrawn, and then move it back to the waiting area through a simple operation, without the need to move the fingers significantly, improving the operation efficiency and user experience.
[0114] As an alternative implementation, the target area may refer to a combat area. When a player initiates a first touch operation in the combat area, a temporary operation panel can be displayed at the touch point position, and at least some of the game objects of our side in the combat area can be moved to the temporary operation panel. Then, through a second touch operation, the game objects in the temporary operation panel can be controlled to move to the combat area, thus completing the rearrangement of the game objects in the combat area.
[0115] As an alternative implementation, this implementation further includes: sorting or categorically displaying the target object buttons in the temporary operation panel according to the attributes of the game objects corresponding to the target object buttons. In this way, by sorting or categorically displaying the game object buttons in the temporary operation panel in terms of attributes, users can find the required game objects more quickly, improving the interaction efficiency and user experience.
[0116] Optionally, the attributes of the game objects can include multiple types, such as the class type, rarity, quality level, combat power, cost value, star rating, etc. of the game objects. The system can sort or categorically display the target object buttons in the temporary operation panel according to these different attributes. For example, in an auto chess game, heroes may have different class types such as warriors, mages, assassins, shooters, etc. The system can place the hero buttons of the same class type together in the temporary operation panel, enabling users to more conveniently find the heroes of a specific class type they need, thus better constructing a lineup with class synergy effects.
[0117] Optionally, the system can provide multiple sorting methods for users to choose from. For example, users can select to sort by attributes such as the rarity, cost value, or combat power of the game objects above or beside the temporary operation panel. When the user selects to sort by rarity, the game object buttons with higher rarity will be placed in a more prominent or easier-to-click position; when the user selects to sort by cost value, the system can arrange the game object buttons in ascending or descending order of cost value, enabling users to quickly find the game objects that can be used according to the current game resource situation.
[0118] Based on the above method embodiments, the embodiments of the present disclosure also provide an interaction device in a game. A graphical user interface is provided through a terminal, and the content displayed on the graphical user interface at least partially includes a game scene. Refer to Figure 5 , this device includes the following modules: A display module 501, configured to respond to a first touch operation on the graphical user interface and display a temporary operation panel at the touch point position of the first touch operation. Among them, the temporary operation panel contains at least one object button, and each of the object buttons corresponds to a game object in the target area of the game scene; A determination module 502, configured to determine a target object button from at least one object button in response to a second touch operation on the temporary operation panel; A control module 503, configured to control a game object corresponding to the target object button to perform a preset operation.
[0119] The above device responds to a first touch operation on the graphical user interface, and displays a temporary operation panel at the contact position of the first touch operation. The temporary operation panel includes at least one object button, and each object button corresponds to a game object in the target area of the game scene; in response to a second touch operation on the temporary operation panel, a target object button is determined; and the game object corresponding to the target object button is controlled to perform a preset operation. Through the device provided in this embodiment, the user can more conveniently control the game objects at the far end of the interface in the one-handed operation mode, centrally display the objects that were originally scattered in the game scene and difficult to reach in the temporary operation panel, improving the user's interaction experience, enabling the player to complete precise operations without adjusting the holding posture; at the same time, enriching the operation methods and strategy selections of the game, enhancing the playability and tactical depth of the game.
[0120] The interactive device in the game provided by the embodiments of the present disclosure has the same implementation principle and the same technical effects as those in the foregoing method embodiments. For a brief description, for the parts not mentioned in the embodiments of the interactive device in the game, reference may be made to the corresponding content in the foregoing method embodiments of the interactive method in the game.
[0121] As used herein, the term "and / or" is merely a description of the association relationship between associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. In addition, the term "at least one" as used herein means any one of a plurality or any combination of at least two of a plurality. For example, including at least one of A, B, and C can represent including any one or more elements selected from the set composed of A, B, and C.
[0122] The embodiments of the present disclosure further provide an electronic device, as Figure 6 shown, is a schematic structural diagram of the electronic device. The electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following interactive method steps: Respond to a first touch operation on the graphical user interface, and display a temporary operation panel at the contact position of the first touch operation. The temporary operation panel includes at least one object button, and each object button corresponds to a game object in the target area of the game scene; In response to a second touch operation on the temporary operation panel, determine a target object button from at least one object button; Control a game object corresponding to the target object button to perform a preset operation.
[0123] Optionally, the target area is a combat area or a waiting area, where the combat area is an area in the game scene for placing the game objects that have been deployed, and the waiting area is an area in the game scene for placing the game objects to be deployed.
[0124] Optionally, the first touch operation is a touch operation on the target area.
[0125] Optionally, in response to a first touch operation on the graphical user interface, before displaying the temporary operation panel at the contact position of the first touch operation, the method further includes: in response to a trigger operation on the graphical user interface, start a temporary operation mode.
[0126] Optionally, in response to a first touch operation on the graphical user interface, displaying the temporary operation panel at the contact position of the first touch operation includes: in the temporary operation mode, in response to the first touch operation on the graphical user interface, display the temporary operation panel at the contact position of the first touch operation.
[0127] Optionally, in the temporary operation mode, the temporary operation panel is continuously displayed until a close instruction is received or the display duration of the temporary operation panel reaches a preset duration.
[0128] Optionally, displaying the temporary operation panel at the contact position of the first touch operation includes: generating a temporary operation panel at the contact position of the first touch operation, and displaying at least some of the game objects in the target area in the form of buttons in the temporary operation panel.
[0129] Optionally, the game scene includes a first area and a second area, and the target area is the first area; wherein, controlling a game object corresponding to the target object button to perform a preset operation includes: moving the game object corresponding to the target object button to the second area.
[0130] Optionally, the method further includes: in response to a second touch operation on the temporary operation panel, display an auxiliary line extending from the target object button to the second area, and the auxiliary line is used to indicate the target position in the second area; Controlling a game object corresponding to the target object button to perform a preset operation includes: in response to the end of the second touch operation, move the game object corresponding to the target object button to the target position.
[0131] Optionally, the second touch operation includes a continuous pressing operation and a sliding operation, and the method further includes: adjusting the length and direction of the auxiliary line according to the pressing duration of the pressing operation and the sliding direction of the sliding operation, wherein the target position is determined based on the length and direction of the auxiliary line.
[0132] Optionally, the first region is a waiting area and the second region is a combat area; or, The first region is a combat area and the second region is a waiting area; wherein, the combat area is used to place the game objects that have been deployed, and the waiting area is used to place the game objects to be deployed.
[0133] Optionally, the method further includes: sorting or classifying and displaying the target object buttons on the temporary operation panel according to the attributes of the game objects corresponding to the target object buttons.
[0134] In Figure 6 the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected through the bus 112.
[0135] Wherein, the memory 110 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 6 only a bidirectional arrow is used in
[0136] The processor 111 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit of the hardware in the processor 111 or the instructions in the form of software. The above-mentioned processor 111 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly implemented by the execution of the hardware decoding processor, or implemented by the combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory, and the processor 111 reads the information in the memory and combines its hardware to complete the steps of the interactive method in the game in the foregoing embodiments.
[0137] The embodiments of the present disclosure also provide a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions cause the processor to implement the interactive method in the game. The method specifically includes: In response to a first touch operation on the graphical user interface, a temporary operation panel is displayed at the contact position of the first touch operation. Among them, the temporary operation panel contains at least one object button, and each object button corresponds to a game object in the target area of the game scene; In response to a second touch operation on the temporary operation panel, a target object button is determined from at least one object button; Control the game object corresponding to the target object button to perform a preset operation.
[0138] Optionally, the target area is a battle area or a waiting area. Among them, the battle area is the area in the game scene for placing the game objects that have been deployed, and the waiting area is the area in the game scene for placing the game objects to be deployed.
[0139] Optionally, the first touch operation is a touch operation on the target area.
[0140] Optionally, before displaying a temporary operation panel at the contact position of the first touch operation in response to the first touch operation on the graphical user interface, the method further includes: starting a temporary operation mode in response to a trigger operation on the graphical user interface.
[0141] Optionally, displaying a temporary operation panel at the contact position of the first touch operation in response to the first touch operation on the graphical user interface includes: in the temporary operation mode, displaying a temporary operation panel at the contact position of the first touch operation in response to the first touch operation on the graphical user interface.
[0142] Optionally, in the temporary operation mode, the temporary operation panel is continuously displayed until a close instruction is received or the display duration of the temporary operation panel reaches a preset duration.
[0143] Optionally, displaying a temporary operation panel at the contact position of the first touch operation includes: generating a temporary operation panel at the contact position of the first touch operation, and displaying at least some of the game objects in the target area in the form of buttons in the temporary operation panel.
[0144] Optionally, the game scene includes a first area and a second area, and the target area is the first area; wherein, controlling the game object corresponding to the target object button to perform a preset operation includes: moving the game object corresponding to the target object button to the second area.
[0145] Optionally, the method further includes: in response to a second touch operation on the temporary operation panel, displaying an auxiliary line extending from the target object button to the second area, and the auxiliary line is used to indicate the target position in the second area; Controlling the game object corresponding to the target object button to perform a preset operation includes: in response to the end of the second touch operation, moving the game object corresponding to the target object button to the target position.
[0146] Optionally, the second touch operation includes a continuous pressing operation and a sliding operation, and the method further includes: respectively adjusting the length and direction of the auxiliary line according to the pressing duration of the pressing operation and the sliding direction of the sliding operation, wherein the target position is determined based on the length and direction of the auxiliary line.
[0147] Optionally, the first area is a waiting area and the second area is a battle area; or, The first area is a battle area and the second area is a waiting area; wherein, the battle area is used to place the game objects that have been on the battlefield, and the waiting area is used to place the game objects to be on the battlefield.
[0148] Optionally, the method further includes: sorting or classifying and displaying the target object buttons in the temporary operation panel according to the attributes of the game objects corresponding to the target object buttons.
[0149] The computer program product of the interaction method, device and electronic device in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program codes. The instructions included in the program codes can be used to execute the methods in the foregoing method embodiments. For specific implementation, reference can be made to the method embodiments, which will not be elaborated herein.
[0150] Unless otherwise specifically stated, the relative steps, numerical expressions and values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.
[0151] If the described 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 the technical solution, can be embodied in the form of a software product. The 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 the various embodiments of the present disclosure. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.
[0152] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and thus should not be construed as a limitation of the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and should not be construed as indicating or implying relative importance.
[0153] 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 on 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 within 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. An interaction method in a game, characterized in that Provide a graphical user interface through a terminal, and the content displayed on the graphical user interface at least partially includes the game scene of the game. The method includes: In response to a first touch operation on the graphical user interface, display a temporary operation panel at the contact position of the first touch operation. Among them, at least one object button is included in the temporary operation panel, and each object button corresponds to a game object in the target area of the game scene; In response to a second touch operation on the temporary operation panel, determine a target object button from the at least one object button; Control the game object corresponding to the target object button to perform a preset operation.
2. The method according to claim 1, characterized in that, The target area is a combat area or a waiting area, where the combat area is the area in the game scene for placing the game objects that have been deployed, and the waiting area is the area in the game scene for placing the game objects to be deployed.
3. The method according to claim 1, wherein The first touch operation is a touch operation on the target area.
4. The method according to claim 1, characterized in that, characterized in that, Before the step of displaying a temporary operation panel at the contact position of the first touch operation in response to the first touch operation on the graphical user interface, the method further includes: In response to a trigger operation on the graphical user interface, start a temporary operation mode.
5. The method according to claim 4, wherein The step of displaying a temporary operation panel at the contact position of the first touch operation in response to the first touch operation on the graphical user interface includes: In the temporary operation mode, in response to the first touch operation on the graphical user interface, display a temporary operation panel at the contact position of the first touch operation.
6. The method according to claim 5, wherein In the temporary operation mode, the temporary operation panel is continuously displayed until a close instruction is received or the display duration of the temporary operation panel reaches a preset duration.
7. The method according to claim 1, characterized in that The step of displaying a temporary operation panel at the contact position of the first touch operation includes: Generate a temporary operation panel at the contact position of the first touch operation, and display at least some of the game objects in the target area in the form of buttons in the temporary operation panel.
8. The method according to claim 1, characterized in that, The game scene includes a first area and a second area, and the target area is the first area; The step of controlling the game object corresponding to the target object button to perform a preset operation includes: Move the game object corresponding to the target object button to the second area.
9. The method according to claim 8, wherein The method further includes: In response to a second touch operation on the temporary operation panel, display an auxiliary line extending from the target object button to the second area, and the auxiliary line is used to indicate the target position in the second area; The step of controlling the game object corresponding to the target object button to perform a preset operation includes: In response to the end of the second touch operation, move the game object corresponding to the target object button to the target position.
10. The method according to claim 9, characterized in that The second touch operation includes continuous pressing and sliding operations. The method further includes: According to the pressing duration of the pressing operation and the sliding direction of the sliding operation, respectively adjust the length and direction of the auxiliary line, and the target position is determined based on the length and direction of the auxiliary line.
11. The method according to claim 8, characterized in that, The first area is a waiting area, and the second area is a combat area; or, The first region is a battle area, and the second region is a waiting area; Among them, the battle area is used to place the game objects that have been deployed, and the waiting area is used to place the game objects to be deployed.
12. The method according to claim 1, characterized in that, The method further includes: Sorting or categorically displaying the target object buttons on the temporary operation panel according to the attributes of the game objects corresponding to the target object buttons.
13. An interactive device in a game, characterized in that, Providing a graphical user interface through a terminal, and at least part of the content displayed on the graphical user interface includes the game scene of the game. The device includes: A display module, configured to respond to a first touch operation on the graphical user interface, and display a temporary operation panel at the contact position of the first touch operation. Among them, the temporary operation panel includes at least one object button, and each object button corresponds to a game object in the target area of the game scene; A determination module, configured to respond to a second touch operation on the temporary operation panel, and determine a target object button from the at least one object button; A control module, configured to control the game object corresponding to the target object button to perform a preset operation.
14. An electronic device, characterized in that, It includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the method according to any one of claims 1 to 12.