Virtual object control method and device, electronic equipment and readable storage medium

By dividing control areas in the graphical user interface and executing different game control instructions for different areas, the problem of conflict in click operation response results is solved, and the accuracy of virtual object control and player experience is improved.

CN120381671APending Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510813173.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-17
Publication Date
2025-07-29

AI Technical Summary

Technical Problem

In the prior art, when controlling virtual objects through click operations, the response results are prone to conflict, resulting in low control accuracy and poor player gaming experience.

Method used

The first control area and the second control area are divided in the graphical user interface, and different game control instructions are executed in response to target trigger operations in different regions.

Benefits of technology

It improves players' accuracy and gaming experience of virtual objects control, and improves human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a virtual object control method and device, electronic equipment and a readable storage medium. A first control area and a second control area are displayed on a graphical user interface; in response to a target triggering operation for a first virtual object located in the first control area, executing a first game control instruction for the first virtual object; in response to a target triggering operation for a second virtual object located in a second control area, executing a second game control instruction for the second virtual object; wherein the first game control instruction and the second game control instruction are different game instructions. Therefore, different control areas can be displayed in the graphical user interface, and the target triggering operations issued in the different control areas control different virtual objects to execute different game control instructions, so that different control requirements of players on the virtual objects are met; and thus, the accuracy of the player for controlling the virtual object and the game experience of the player are improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of human-computer interaction technologies, and in particular, to a method, apparatus, electronic device, and readable storage medium for controlling virtual objects. Background Art

[0002] During the game process, a player can control virtual objects in the same game camp to perform virtual interaction operations with enemy virtual objects in different game scenarios or different game rounds, and by defeating each enemy virtual object in the enemy game camp, the player can then win the game. Specifically, the player can control the virtual objects in our game camp to execute different game control instructions, and then complete different game tasks.

[0003] In related technologies, game control instructions for virtual objects can be issued through click operations on the virtual objects. However, there may be multiple control response results for click operations. At this time, there may be a conflict problem for different response results of click operations, resulting in the final response result not being the response result expected by the player, with a low control accuracy for virtual objects and a poor game experience for the player. Summary of the Invention

[0004] In view of this, the method, apparatus, electronic device, and readable storage medium for controlling virtual objects provided by the present disclosure can display different control areas in the graphical user interface, and target trigger operations issued in different control areas will control different virtual objects to execute different game control instructions, so as to meet different control requirements of players for virtual objects, and further improve the accuracy of players' control of virtual objects and the players' game experience.

[0005] In a first aspect, an embodiment of the present disclosure provides a method for controlling a virtual object, which provides a graphical user interface through a terminal device; the graphical user interface includes a game scene; the game scene includes multiple virtual objects; the control method includes:

[0006] Display a first control area and a second control area on the graphical user interface;

[0007] Respond to a target trigger operation for a first virtual object located in the first control area, and execute a first game control instruction for the first virtual object;

[0008] Respond to a target trigger operation for a second virtual object located in the second control area, and execute a second game control instruction for the second virtual object;

[0009] Wherein, the first game control instruction and the second game control instruction are different game instructions.

[0010] Second aspect, embodiments of the present disclosure further provide a control device for virtual objects, which provides a graphical user interface through a terminal device; the graphical user interface includes a game scene; the game scene includes a plurality of virtual objects; the control device includes:

[0011] An area display module, configured to display a first control area and a second control area on the graphical user interface;

[0012] A first game control module, configured to respond to a target trigger operation for a first virtual object located in the first control area, and execute a first game control instruction for the first virtual object;

[0013] A second game control module, configured to respond to a target trigger operation for a second virtual object located in the second control area, and execute a second game control instruction for the second virtual object;

[0014] Wherein, the first game control instruction and the second game control instruction are different game instructions.

[0015] Third aspect, embodiments of the present disclosure further provide an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to execute the control method for virtual objects as described in the first aspect.

[0016] Fourth aspect, embodiments of the present disclosure further provide a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the control method for virtual objects as described in the first aspect.

[0017] The control method, device, electronic device, and readable storage medium for virtual objects provided by the embodiments of the present disclosure display a first control area and a second control area on a graphical user interface; respond to a target trigger operation for a first virtual object located in the first control area, and execute a first game control instruction for the first virtual object; respond to a target trigger operation for a second virtual object located in the second control area, and execute a second game control instruction for the second virtual object; wherein, the first game control instruction and the second game control instruction are different game instructions. In this way, different control areas can be displayed in the graphical user interface, and the target trigger operations issued in different control areas will control different virtual objects to execute different game control instructions, so as to meet the different control requirements of players for virtual objects, and further improve the accuracy of players' control of virtual objects and the players' game experience.

[0018] To make the above objects, features, and advantages of the present disclosure more apparent and understandable, the following provides preferred embodiments in conjunction with the accompanying drawings and describes them in detail as follows. Description of the Drawings

[0019] To more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only show some embodiments of the present disclosure and should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other related drawings can also be obtained based on these drawings.

[0020] Figure 1 Flowchart of a method for controlling a virtual object provided by an embodiment of the present disclosure;

[0021] Figure 2 Schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0022] Figure 3 Schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0023] Figure 4 Schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0024] Figure 5 Schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0025] Figure 6 Schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0026] Figure 7 Schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0027] Figure 8 Schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0028] Figure 9 Schematic diagram of the structure of a control device for a virtual object provided by an embodiment of the present disclosure;

[0029] Figure 10 Schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Detailed Embodiments

[0030] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are only a part rather than all of the embodiments of the present disclosure. Components of the embodiments of the present disclosure described and illustrated in the drawings here can be arranged and designed in various different configurations. Therefore, the detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by a person skilled in the art without creative efforts belongs to the scope of protection of the present disclosure.

[0031] First, the terms related to the present disclosure are introduced:

[0032] (1) Terminal device

[0033] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual objects. Among them, the terminal device can be the local terminal device mentioned below or the client device in a cloud interaction system. The terminal device can include, but is not limited to, any one of the following devices: smart phone, tablet computer, game console, MP4 (Moving Picture Experts Group Audio Layer IV) player, personal digital assistant (PDA), e-book reader, etc. An application program supporting games, such as an application program supporting 3D games or 2D games, is installed and run in the terminal device. In the embodiments of the present disclosure, the application program is introduced as a game application. Optionally, the application program can be a stand-alone application program, such as a stand-alone 3D game program, or a network online application program.

[0034] (2) Graphical user interface

[0035] The graphical user interface is a display format for the interface of human-computer communication, which allows users to manipulate icons, logos, or menu options on the screen using input devices such as a mouse or keyboard, and also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs, or perform other tasks, etc.

[0036] (3) Game scene

[0037] The game scene is the game scene displayed (or provided) when the application runs on the terminal or server, that is, the scene used during the normal game process. That is to say, the game scene refers to the virtual game controls that carry virtual objects during the game process. The virtual objects can move, release skills, etc. under the control of the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene. Optionally, the game scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5D game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the game scene is the scene where the user controls the complete game logic of the virtual object. Optionally, the game scene can also be used for the game scene battle between at least two virtual objects, and there are virtual resources available for at least two virtual objects in this game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements, etc.

[0038] (4) Virtual object:

[0039] It refers to the dynamic object that can be controlled in the game 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 (e.g., the terminal device), or an artificial intelligence (AI) set in the virtual scene battle through training, or a non-player character (NPC) set in the game scene battle. Optionally, the virtual object can include virtual characters competing in the game scene. Optionally, the number of virtual objects in the game scene battle is preset, or dynamically determined according to the number of clients joining the battle. The embodiments of the present disclosure do 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 to fight with other virtual objects.

[0040] Secondly, the technical background of the present disclosure is introduced:

[0041] During the game, players can control virtual objects in the same game camp to perform virtual interactive operations with enemy virtual objects in different game scenes or different game rounds, and win the game by defeating each enemy virtual object in the enemy game camp. Specifically, players can control virtual objects in our own game camp to execute different game control instructions and complete different game tasks.

[0042] In the related art, game control instructions for virtual objects can be issued by clicking on the virtual objects. However, there may be multiple control response results of the click operation. At this time, there may be conflicts between the different response results of the click operation, which may lead to the final response result not being the response result expected by the player, the control accuracy of the virtual object is low, and the player's gaming experience is also poor.

[0043] Based on this, the embodiments of the present disclosure provide a method for controlling virtual objects to improve the player's accuracy in controlling virtual objects and the player's gaming experience.

[0044] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual object 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, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0045] In an optional embodiment, taking a game as an example, a local mobile terminal stores a game program and is used to present the game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local mobile terminal can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local mobile terminal may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0046] In an optional embodiment, an embodiment of the present invention provides a method for controlling a virtual object, providing a graphical user interface via a mobile terminal. The mobile terminal may be the aforementioned local mobile terminal (e.g., a local touch terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the virtual object control method running on a local mobile terminal (hereinafter referred to as the mobile terminal).

[0047] See also Figure 1 , Figure 1 This is a flow chart of a method for controlling a virtual object provided by an embodiment of the present disclosure. Figure 1 As shown in , the control method of the virtual object provided by the embodiment of the present disclosure includes:

[0048] S101: Display a first control area and a second control area on the graphical user interface.

[0049] S102: In response to a target triggering operation on a first virtual object located in the first control area, execute a first game control instruction on the first virtual object.

[0050] S103: In response to a target triggering operation on a second virtual object located in the second control area, execute a second game control instruction on the second virtual object.

[0051] A virtual object control method provided by an embodiment of the present disclosure can display different control areas in a graphical user interface. Target trigger operations issued within different control areas will control different virtual objects to execute different game control instructions to meet the player's different control requirements for virtual objects, thereby improving the player's accuracy in controlling virtual objects and the player's gaming experience.

[0052] The following describes the exemplary steps of the embodiment of the present disclosure:

[0053] S101: Display a first control area and a second control area on the graphical user interface.

[0054] In the disclosed embodiment, players can control virtual objects in the same game camp to perform virtual interactive operations with enemy virtual objects in different game scenes or different game rounds, and win the game by defeating each enemy virtual object in the enemy game camp.

[0055] In an optional implementation, players can control virtual objects in their own game camp to execute different game control instructions and thus complete different game tasks.

[0056] In an alternative embodiment, the division of the first control area and the second control area can be automatically performed by the system at a specific game node, or the player can manually issue a trigger operation to divide the first control area and the second control area in the graphical user interface.

[0057] Specifically, the step of "displaying the first control area and the second control area on the graphical user interface" includes:

[0058] a1: In response to the game scene currently entering the combat state or in response to an instruction trigger operation, display the first control area and the second control area on the graphical user interface.

[0059] In an alternative embodiment, when multiple virtual objects in the game scene enter the combat state, it may be that a virtual object of a certain party has received a combat instruction, and multiple virtual objects of different game camps start to perform virtual interaction behaviors, determining that the game scene has currently entered the combat state; or, for the combat process of different rounds, as long as the game scene switches from the combat preparation scene to the combat scene, it is determined that the game scene has currently entered the combat state; or, after a preset time when the game scene switches from the combat preparation scene to the combat scene for the combat process of different rounds, it is determined that the game scene has currently entered the combat state.

[0060] In an alternative embodiment, the first control area and the second control area can be divided according to the positions of the virtual objects of our game camp and the positions of the virtual objects of the enemy game camp.

[0061] Here, since during the combat process, virtual objects of different game camps may move randomly in the game scene, at this time, the first control area and the second control area can be determined according to the number of virtual objects at different positions.

[0062] Specifically, if there are 10 virtual objects in area A, and 9 of these 10 virtual objects belong to the virtual objects of our game camp and 1 belongs to the virtual objects of the enemy game camp, then area A can be determined as the first control area at this time.

[0063] In another alternative embodiment, it may be that the player actively issues an instruction trigger operation, and after determining that the instruction trigger operation of the player has been received, the first control area and the second control area are displayed in the graphical user interface.

[0064] Specifically, an area division control can be displayed in the graphical user interface. The player issues an instruction trigger operation through the trigger operation on the area division control, and then the first control area and the second control area are displayed in the graphical user interface.

[0065] In an optional embodiment, in order for players to more clearly determine the locations of the first control area and the second control area in the graphical user interface, and thus accurately issue different game control instructions in different control areas, an area dividing line can be displayed in the graphical user interface, and then the graphical user interface can be divided into the first control area and the second control area according to the location of the area dividing line.

[0066] Specifically, the step of “displaying a first control area and a second control area on the graphical user interface” includes:

[0067] b1: Displaying an area dividing line on the graphical user interface to divide the graphical user interface into a first control area and a second control area.

[0068] In an optional embodiment, in order to reduce the obstruction of the game scene displayed in the graphical user interface by the region dividing line, the transparency of the region dividing line can be set to be higher than the transparency of the game scene displayed in the graphical user interface.

[0069] Here, the area dividing line may be a straight line, and the first control area and the second control area are divided in the graphical user interface based on the position of the area dividing line.

[0070] In an optional embodiment, the first control area and the second control area can be determined in a preset position area in the graphical user interface, that is, the area covered by the first control area and the second control area does not completely cover the entire graphical user interface. However, since the virtual objects of different game camps may appear in any position in the game scene due to combat requirements during the battle, if the area covered by the first control area and the second control area does not completely cover the entire graphical user interface, there may be virtual objects that do not belong to the first control area and the second control area, and the player will not be able to accurately control the virtual object, resulting in a decrease in the accuracy of control over the virtual object.

[0071] Therefore, when determining the first control area and the second control area, it is preferred to divide them based on the entire graphical user interface, that is, the area covered by the divided first control area and the second control area completely covers the entire graphical user interface.

[0072] In an optional embodiment, when the area dividing line is displayed, the initial position of the area dividing line is the position of the vertical screen center line of the terminal device in the vertical direction, that is, when the player does not adjust the display position of the area dividing line, the area coverage of the first control area and the second control area divided according to the initial position of the area dividing line is consistent.

[0073] Specifically, the center point above and the center point below the terminal device can be determined, and the straight line connecting the center point above and the center point below the terminal device is the vertical screen center line of the terminal device in the vertical direction. Furthermore, the position where the vertical screen center line is located is determined as the initial position of the area division line.

[0074] In an alternative embodiment, after determining the target position of the area division line in the graphical user interface, taking the target position as a boundary, one side of the target position can be determined as the first control area, and the other side of the target position can be determined as the second control area.

[0075] Specifically, taking the position where the area division line is located as the position of the vertical screen center line of the terminal device in the vertical direction as an example, the graphical user interface can be divided into two areas with the same area by the area division line. The area on the right side of the area division line can be determined as the first control area, and the area on the left side of the area division line can be determined as the second control area. Players can issue different game control instructions for different virtual objects through the same target trigger operation on different virtual objects in the first control area and the second control area.

[0076] In an alternative embodiment, in order for players to accurately understand the response results of object trigger operations on virtual objects in different control areas and then issue corresponding instructions in different control areas, area prompt information can be displayed at preset positions in different control areas to prompt players, so that players can accurately control virtual objects, thereby improving the human-computer interaction efficiency and the player's game experience.

[0077] Specifically, the control method further includes:

[0078] c1: Display area prompt information at preset positions in the first control area and the second control area respectively.

[0079] In an alternative embodiment, the area prompt information can be displayed in text form, and the corresponding area prompt information is displayed at preset positions in the first control area and the second control area respectively.

[0080] Here, in order to reduce the occlusion of the game scene in the graphical user interface by the area prompt information, the preset positions can be set in the blank areas of the first control area and the second control area.

[0081] Specifically, the area prompt information displayed in the first control area can be "First Game Instruction Control Area"; the area prompt information displayed in the second control area can be "Second Game Instruction Control Area".

[0082] In another alternative embodiment, the area prompt information can also be the display color for different control areas. For different display colors, the first control area and the second control are distinguished.

[0083] Exemplarily, the area coverage range of the first control area can be displayed in green, and the area coverage range of the second control area can be displayed in red.

[0084] Furthermore, after determining the first control area and the second control area on the graphical user interface, the player can issue different game control commands for different virtual objects by performing the same target trigger operation on different virtual objects within the first control area and the second control area.

[0085] S102. Respond to the target trigger operation for the first virtual object located in the first control area, and execute the first game control command for the first virtual object.

[0086] S103. Respond to the target trigger operation for the second virtual object located in the second control area, and execute the second game control command for the second virtual object.

[0087] Wherein, the first game control command and the second game control command are different game commands.

[0088] Here, the first virtual object and the second virtual object are virtual objects of different game camps.

[0089] In an alternative embodiment, the first game control command is a command to display the status information of the first virtual object (generally the virtual object of our own game camp on our side); the second game control command is a command to control the virtual object on our side to attack the second virtual object (generally the virtual object of the enemy game camp on the enemy side).

[0090] In an alternative embodiment, the player needs to know the status information of each virtual object in the combat state in real time to better organize each virtual object in our own game camp to perform different virtual interaction behaviors.

[0091] Here, the status information of the virtual object can include the health value information of the virtual object (for example, blood volume information), the mana value information of the virtual object, and the skill cooldown information of the virtual object, etc.

[0092] Exemplarily, if a player wants to control virtual object A to release skill A towards an enemy virtual object, they need to view the status information of virtual object A to find out whether skill A is in a cooling state. If skill A is not currently in a cooling state, the player can directly control virtual object A to release skill A towards the enemy virtual object at this time; if skill A is currently in a cooling state and cannot be released, the player needs to consider other control methods and perform virtual interaction behaviors with the virtual objects of our game camp and the virtual objects of the enemy game camp.

[0093] In an alternative implementation, since the player needs to know the status information of the virtual objects of our game camp in real time during the battle, the status information of the virtual object can be viewed through a target trigger operation on the first virtual object.

[0094] Specifically, the status information of the virtual object can be viewed through a long-press operation on the virtual object. However, since the long-press operation requires staying at the operation position for a certain period of time, this will result in a relatively long time to view the status information of multiple virtual objects, and it is possible to miss the fleeting control mechanism during the battle, which may lead to the failure of the virtual object to perform virtual interaction behaviors. That is, if the status information of the virtual object is viewed through a long-press operation, there may be problems such as low information viewing efficiency and poor player game experience.

[0095] Furthermore, it can be considered to view the status information of the virtual object through a click operation on the virtual object. However, during the battle, the player can issue a normal attack operation on the virtual object through a click operation. At this time, there may be a conflict problem with different response results for the click operation, resulting in the final response result not being the response result expected by the player, and the player game experience is also poor.

[0096] Based on this, by dividing different control areas in the graphical user interface, different trigger operations in different control areas will result in different response results, ensuring the accuracy of the player's control of the virtual object, and thus improving the player's control efficiency of the virtual object and the player game experience.

[0097] In an alternative implementation, if it is determined that the player has issued a target trigger operation on the first virtual object located in the first control area, it can be determined that the player has issued a display instruction for the status information of the virtual object, and then the status information of the first virtual object is displayed in the graphical user interface.

[0098] Here, the status information can be displayed at a preset position of the first virtual object. Exemplarily, the status information can be displayed at the side position of the first virtual object.

[0099] Specifically, the status information of the first virtual object includes the health value information of the first virtual object (e.g., blood volume information), the mana value information of the first virtual object, and the skill cooldown information of the first virtual object, etc.

[0100] In an alternative embodiment, the status information of the virtual object changes in real time, and there will also be differences in viewing the status information of the same virtual object at different game times.

[0101] Exemplarily, shortly after just entering the game scene, when viewing the status information of the first virtual object, the blood volume value of the first virtual object is 100; if the first virtual object is continuously attacked by the virtual objects of the enemy game camp during the game process, and if the status information of the first virtual object is viewed again, the blood volume value of the first virtual object will change to 50.

[0102] In an alternative embodiment, the player can also issue a target trigger operation for multiple virtual objects within the first control area at the same time, and then display the status information of multiple virtual objects at the same time, so as to reduce the operation steps for the player to view the status information of virtual objects one by one, and further improve the human-computer interaction efficiency and the player's game experience.

[0103] In an alternative embodiment, when it is determined that the player needs to view the status information of multiple virtual objects located within the first control area at the same time, the status information of each virtual object can be displayed at the preset position of each virtual object. In this way, the status information of each virtual object can be determined targeted. However, when the positions of different virtual objects are relatively dense, different status information may overlap and block each other.

[0104] In another alternative embodiment, when it is determined that the player needs to view the status information of multiple virtual objects located within the first control area at the same time, the status information of each virtual object can also be uniformly displayed in the blank position of the first control area in the form of a list. In this way, the situation of overlapping and blocking of different status information can be reduced. However, this display method requires the player to check the list to determine the status information of each virtual object, resulting in a low viewing efficiency for the status information.

[0105] Here, the above two display methods can be set according to the different needs of the player, or the system can be set according to different display requirements. The specific display method is not specifically limited here.

[0106] Here, the target trigger operation for the first virtual object or the second virtual object is a click operation.

[0107] In an alternative embodiment, if it is determined that the player has issued a trigger operation for a second virtual object located within the second control area, it is determined that the player has designated the second virtual object as the attack target. After the player issues a trigger operation for the second virtual object, the virtual object of our game camp will move towards the location where the second virtual object is located, and control our virtual object to attack the second virtual object. Here, the attack instruction for the second virtual object is to perform a normal attack operation.

[0108] In another alternative embodiment, similarly, the player can also issue a target trigger operation for multiple virtual objects within the second control area simultaneously, thereby controlling the virtual objects of our game camp to move towards the virtual objects selected by multiple players simultaneously, and perform normal attack operations on each virtual object, so as to reduce the operation steps for the player to select virtual objects one by one to control the virtual objects of our game camp to attack the selected virtual objects, and further improve the human-computer interaction efficiency and the player's game experience.

[0109] Here, after determining that the player has selected one or more second virtual objects through operations within the second control area, attack prompt information can be displayed at the preset positions of each second virtual object, so that the player can determine the accuracy of the current attack selection target, and further improve the human-computer interaction efficiency and the player's game experience.

[0110] Specifically, the attack prompt information can be the label information of "basic attack" displayed at the preset position of the head of the second virtual object, or the second virtual object can be highlighted (show the location where the second virtual object is located twice, or highlight the object outline of the second virtual object, etc.).

[0111] Exemplarily, in the game scene, there are virtual object 1, virtual object 2, and virtual object 3. Among them, virtual object 1 and virtual object 3 are the virtual objects of our game camp, and virtual object 2 is the virtual object of the enemy game camp. After dividing the first control area and the second control area in the graphical user interface, it is determined that virtual object 1 and virtual object 3 are located within the first control area, and virtual object 2 is located within the second control area; if a trigger operation for virtual object 1 and / or virtual object 3 is received, the status information of virtual object 1 and / or virtual object 3 will be displayed in the graphical user interface; if a trigger operation for virtual object 2 is received, virtual object 2 will be determined as the target attack object. At this time, each virtual object of our game camp will move towards the location where virtual object 2 is located and perform an attack operation on virtual object 2.

[0112] In an alternative embodiment, since the positions of virtual objects in different game camps change during the battle, at this time, the player's triggering operation requirements for the updated virtual objects in different control areas will also change. At this time, the adjustment operation for the area dividing line can be used to adjust the area coverage ranges of the first control area and the second control area, so as to better meet the player's triggering operation requirements for the updated virtual objects in different control areas, and further improve the human-computer interaction efficiency and the player's game experience.

[0113] Specifically, the control method further includes:

[0114] d1: Responding to the area adjustment operation, adjusting the first control area and the second control area.

[0115] Here, the area adjustment operation is a moving operation for the area dividing line, where the area dividing line is the dividing line between the first control area and the second control area.

[0116] In the embodiments of the present disclosure, the position adjustment operation for the area dividing line can be a dragging operation for the area dividing line. The player adjusts the updated position of the area dividing line through the dragging operation for the area dividing line, thereby changing the area coverage ranges of the first control area and the second control area.

[0117] In an alternative embodiment, according to the operation direction of the position adjustment operation for the area dividing line, the specific adjustment method for the area coverage ranges of the first control area and the second control area can be determined.

[0118] Specifically, determining the initial position of the area dividing line; in response to the first updated position of the area dividing line moving towards the area range of the first control area relative to the initial position, reducing the area coverage range of the first control area and increasing the area coverage range of the second control area; or, in response to the first updated position of the area dividing line moving towards the area range of the second control area relative to the initial position, increasing the area coverage range of the first control area and reducing the area coverage range of the second control area.

[0119] In an alternative embodiment, as described above, the initial position of the area dividing line is the position of the vertical screen center line of the terminal device in the vertical direction. When the area dividing line is at the initial position, the area coverage ranges of the first control area and the second control area are the same, both being half of the total range of the graphical user interface.

[0120] Further, if it is determined that the first updated position after adjusting the initial position of the area dividing line moves towards the area range of the first control area relative to the initial position, at this time, it is determined that the area coverage range of the second control area will increase, and similarly, the area coverage range of the first control area will decrease; if it is determined that the first updated position after adjusting the initial position of the area dividing line moves towards the area range of the second control area relative to the initial position, at this time, it is determined that the area coverage range of the first control area will increase, and similarly, the area coverage range of the second control area will decrease.

[0121] In this way, after adjustment, the virtual objects in the game scene may change the control area they are in. Furthermore, when the player performs a trigger operation on the same virtual object again, the resulting response will be different.

[0122] Exemplarily, for the above example, in the game scene, there is a virtual object 1 of our game camp. When the area dividing line is at the initial position, the virtual object 1 is in the first control area. After receiving the target trigger operation for the virtual object 1, the status information of the virtual object 1 will be displayed in the graphical user interface. As the game progresses, the virtual object 4 moves to the position where the enemy virtual object is located to perform an attack operation. At this time, the virtual object 1 is within the second control area. If the target trigger operation for the virtual object 1 is issued again at this time, other virtual objects in our game camp will attack the virtual object 1, which is not the control method desired by the player. At this time, by adjusting the area dividing line, the position of the area dividing line can be moved towards the position of the second control area, thereby expanding the area coverage range of the first control area and reducing the area coverage range of the second control area. After the adjustment is completed, the virtual object 1 is still within the coverage range of the first control area. After receiving the target trigger operation for the virtual object 1, the status information of the virtual object 1 will also be displayed in the graphical user interface.

[0123] In an alternative implementation, during the game process, if the player only has the need to view the status information of the virtual object or only issue an attack command for the virtual object, then the position of the area dividing line can be directly moved to the edge of the screen so that only the first control area or the second control area exists in the graphical user interface. After all the virtual objects in the game scene receive the player's target trigger operation, they will all display the status information or attack the virtual object.

[0124] Specifically, the control method further includes: in response to the first updated position of the area dividing line moving to the screen edge of the terminal device on the side of the first control area, determining the area coverage range of the graphical user interface that is all the second control area; or, in response to the first updated position of the area dividing line moving to the screen edge of the terminal device on the side of the second control area, determining the area coverage range of the graphical user interface that is all the first control area.

[0125] In an embodiment of the present disclosure, if it is determined that after the adjustment operation for the area dividing line, the first updated position of the area dividing line is located at the screen edge of the terminal device on the side of the first control area, at this time, it is determined that the entire graphical user interface is the area coverage range of the second control area. After issuing a target trigger operation for any virtual object again, the virtual object is determined as the attack target. At this time, other virtual objects in our game camp will move towards the virtual object and perform an attack operation on the virtual object; if it is determined that after the adjustment operation for the area dividing line, the first updated position of the area dividing line is located at the screen edge of the terminal device on the side of the second control area, at this time, it is determined that the entire graphical user interface is the area coverage range of the first control area. After issuing a target trigger operation for any virtual object again, the status information of the virtual object will be displayed at the preset position of the virtual object.

[0126] Exemplarily, for the above example, in a game scenario, there is a virtual object 2 of the enemy game camp. When the area dividing line is at the initial position, the virtual object 2 is located in the second control area. After receiving a target trigger operation for the virtual object 2, the virtual object 2 is used as the attack target, and the virtual objects in our game camp are controlled to perform an attack operation towards the virtual object 2; as the game progresses, the virtual object 2 moves to the first control area, and at this time, most of the virtual objects in the game scenario are enemy virtual objects. If a target trigger operation for the virtual object 2 is issued again, it is an operation to view the status information of the virtual object 2, which is obviously a wrong control operation. At this time, through the adjustment operation for the area dividing line, the updated position of the area dividing line can be moved to the screen edge of the terminal device on the side of the first control area. At this time, the entire graphical user interface is the second control area. At this time, the virtual object 2 continues to be located within the second control area. After issuing a target trigger operation for any virtual object 2 again, other virtual objects in our game camp will move towards the virtual object 2 and perform an attack operation on the virtual object 2.

[0127] Further, if the player is controlling a virtual object of our game camp during the battle, and cannot issue an adjustment operation for the area dividing line again. At this time, the position of the area dividing line can also be adjusted by adjusting the tilt angle of the terminal device, thereby adjusting the area coverage of the first control area and the second control area, so as to improve the human-computer interaction efficiency and the player's game experience.

[0128] Specifically, the control method further includes: responding to a tilt operation on the terminal device, and adjusting the area coverage of the first control area and the second control area based on the tilt information of the terminal device.

[0129] In an alternative embodiment, an induction sensor for detecting whether the terminal device itself is tilted can be provided in the terminal device. Through this induction sensor, the tilt information of the terminal device can be obtained. The tilt information of the terminal device can indicate that the terminal device is tilted in a certain direction or indicates that the terminal device is jittering, etc. For example, when the user uses the terminal device and tilts the terminal device in any direction, the obtained tilt information is that the terminal device is tilted; or when the user jitters or shakes the handheld terminal, the obtained terminal device is that the terminal device is tilted.

[0130] Further, based on the device tilt information of the terminal device, determine the tilt angle of the terminal, and then determine the tilt angle of the area dividing line, determine the second update position of the area dividing line, and then adjust the area coverage of the first control area and the second control area.

[0131] Specifically, based on the tilt information of the terminal device, determine the device tilt angle of the terminal device; based on the device tilt angle, determine the dividing line tilt angle of the area dividing line, and based on the dividing line tilt angle and the initial position, determine the second update position of the area dividing line; according to the second update position of the area dividing line, adjust the area coverage of the first control area and the second control area.

[0132] In an alternative embodiment, according to the tilt information of the terminal device, determine the device tilt angle of the terminal device, and determine the dividing line tilt angle of the area dividing line as the device tilt angle of the device. Based on the dividing line tilt angle and the initial position, determine the second update position of the area dividing line, and then adjust the area coverage of the first control area and the second control area according to the second update position of the area dividing line.

[0133] Specifically, if the terminal device rotates clockwise and the position of the left edge of the terminal device after adjustment is higher than the position of the right edge, at this time, the area dividing line will also be adjusted along with the terminal device. The intersection point of the area dividing line and the upper edge of the terminal device will move from the center point position of the upper edge of the terminal device towards the left edge of the terminal device; the intersection point of the area dividing line and the lower edge of the terminal device will move from the center point position of the lower edge of the terminal device towards the right edge of the terminal device, thereby redefining the area coverage of the first control area and the second control area. For the above movement mode, the coverage of the upper half of the first control area (the area to the right of the initial position of the area dividing line) will increase, and the coverage of the lower half will decrease; the coverage of the upper half of the second control area (the area to the left of the initial position of the area dividing line) will decrease, and the coverage of the lower half will increase.

[0134] Exemplarily, for the above example, in a game scenario, there is a virtual object 2 of the enemy game camp. When the area dividing line is in the initial position, the virtual object 2 is located in the second control area and at a lower position in the graphical user interface. After receiving a target trigger operation for the virtual object 2, the virtual object 2 is taken as the attack target, and the virtual object of our game camp is controlled to perform an attack operation towards the virtual object 2; as the game progresses, the virtual object 2 moves to the first control area. If a trigger operation for the virtual object 2 is issued again, it is an operation to view the status information of the virtual object 2. At this time, by tilting the terminal device clockwise, the coverage of the upper half of the first control area (the area to the right of the initial position of the area dividing line) will increase, and the coverage of the lower half will decrease; the coverage of the upper half of the second control area (the area to the left of the initial position of the area dividing line) will decrease, and the coverage of the lower half will increase. At this time, the virtual object 2 continues to be located in the second control area. After issuing a target trigger operation for any virtual object 2 again, other virtual objects of our game camp will move towards the virtual object 2 and perform an attack operation on the virtual object 2.

[0135] Next, specific examples will be used to elaborate on the control process of the virtual object in the embodiments of the present disclosure:

[0136] Please refer to Figure 2 , Figure 2 which is one of the schematic diagrams of the graphical user interface provided by the embodiments of the present disclosure. As Figure 2 shown, the graphical user interface 200 contains multiple virtual objects, and the game scenario currently enters a combat state or in response to an instruction trigger operation, and an area dividing line 210 is displayed in the graphical user interface 200.

[0137] Further, in an alternative example, please refer toFigure 3 , Figure 3 This is the second schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 3 shown, through the division of the initial position of the area dividing line 210, a first control area 220 and a second control area 230 are determined in the graphical user interface 200, and the first control area 220 and the second control area 230 are filled with different display styles to prompt the player about the division of the first control area 220 and the second control area 230.

[0138] Further, in another alternative example, please refer to Figure 4 , Figure 4 This is the third schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 4 shown, through the division of the initial position of the area dividing line 210, a first control area 220 and a second control area 230 are determined in the graphical user interface 200, and a first area prompt message 221 is displayed in the first control area 220, and a first area prompt message 231 is simultaneously displayed in the second control area 230 to prompt the player about the division of the first control area 220 and the second control area 230.

[0139] Further, please refer to Figure 5 , Figure 5 This is the fourth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 5 shown, the player moves the area dividing line 210 to a first updated position by moving it with respect to the area dividing line 210, and moves towards the area range of the second control area 230 relative to the initial position. At this time, when the graphical user interface is displayed, the area coverage range of the first control area 220 is increased and the area coverage range of the second control area 230 is decreased.

[0140] Further, please refer to Figure 6 , Figure 6 This is the fifth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 6 shown, if a triggering operation is performed on the first virtual object 240 located in the first control area 220, status information 250 is displayed at a preset position of the first virtual object 240 to show the current status information of the first virtual object 240. Exemplarily, the current status information of the first virtual object 240 may include health information, skill cooldown information, etc.

[0141] Further, please refer to Figure 7 , Figure 7 This is the sixth schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 7As shown, if it is a trigger operation for the second virtual object 260 located in the second control area 230, an attack label 270 is displayed at the preset position of the second virtual object 260, and the virtual object of our game camp is controlled to perform an attack operation towards the second virtual object 260.

[0142] Further, please refer to Figure 8 , Figure 8 which is the seventh schematic diagram of the graphical user interface provided by the embodiments of the present disclosure. As Figure 8 shown, if the terminal device rotates clockwise, the position of the left edge of the terminal device after adjustment is higher than the position of the right edge. At this time, the area dividing line 210 will also be adjusted together with the terminal device. The intersection point of the area dividing line 210 and the upper edge of the terminal device will move from the center point position of the upper edge of the terminal device towards the left edge of the terminal device; the intersection point of the area dividing line 210 and the lower edge of the terminal device will move from the center point position of the lower edge of the terminal device towards the right edge of the terminal device, thereby re-dividing the area coverage ranges of the first control area 220 and the second control area 230. For the above-mentioned movement mode, the coverage range of the upper half of the first control area 220 will increase, and the coverage range of the lower half will decrease; the coverage range of the upper half of the second control area 230 will decrease, and the coverage range of the lower half will increase.

[0143] The virtual object control method provided by the embodiments of the present disclosure displays a first control area and a second control area on the graphical user interface; responds to a target trigger operation for the first virtual object located in the first control area, and executes a first game control instruction for the first virtual object; responds to a target trigger operation for the second virtual object located in the second control area, and executes a second game control instruction for the second virtual object; wherein, the first game control instruction and the second game control instruction are different game instructions. In this way, different control areas can be displayed on the graphical user interface, and the target trigger operations issued in different control areas will control different virtual objects to execute different game control instructions to meet the different control requirements of players for virtual objects, thereby improving the accuracy of players' control of virtual objects and the players' game experience.

[0144] Based on the same inventive concept, the embodiments of the present disclosure also provide a virtual object control device corresponding to the virtual object control method. Since the principle of solving problems by the device in the embodiments of the present disclosure is similar to the above-mentioned virtual object control method in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0145] Please refer to Figure 9 , Figure 9 which is the structural schematic diagram of a virtual object control device provided by the embodiments of the present disclosure. AsFigure 9 As shown, the control device 900 includes:

[0146] An area display module 910, configured to display a first control area and a second control area on the graphical user interface;

[0147] A first game control module 920, configured to execute a first game control instruction for the first virtual object in response to a target trigger operation for the first virtual object located in the first control area;

[0148] A second game control module 930, configured to execute a second game control instruction for the second virtual object in response to a target trigger operation for the second virtual object located in the second control area;

[0149] Wherein, the first game control instruction and the second game control instruction are different game instructions.

[0150] In an optional implementation manner, the first virtual object and the second virtual object are virtual objects of different game camps.

[0151] In an optional implementation manner, the first game control instruction is an instruction for displaying the status information of the first virtual object; the second game control instruction is an instruction for controlling our virtual object to attack the second virtual object.

[0152] In an optional implementation manner, when the area display module 910 is configured to display the first control area and the second control area on the graphical user interface, the area display module 910 is configured to:

[0153] In response to the game scene currently entering a combat state or in response to an instruction trigger operation, display the first control area and the second control area on the graphical user interface.

[0154] In an optional implementation manner, when the area display module 910 is configured to display the first control area and the second control area on the graphical user interface, the area display module 910 is configured to:

[0155] Display a regional dividing line on the graphical user interface to divide the graphical user interface into a first control area and a second control area.

[0156] In an optional implementation manner, the control device 900 further includes an area adjustment module (not shown in the figure), and the area adjustment module is configured to:

[0157] In response to an area adjustment operation, adjust the first control area and the second control area.

[0158] In an alternative embodiment, the area adjustment operation is a moving operation for the area dividing line, where the area dividing line is the dividing line between the first control area and the second control area.

[0159] In an alternative embodiment, the control device 900 further includes an area prompt information display module (not shown in the figure), and the area prompt information display module is configured to:

[0160] Display area prompt information at preset positions in the first control area and the second control area respectively.

[0161] In an alternative embodiment, the target trigger operation is a click operation.

[0162] The method for controlling a virtual object provided by the embodiments of the present disclosure displays a first control area and a second control area on a graphical user interface; responds to a target trigger operation for a first virtual object located in the first control area, and executes a first game control instruction for the first virtual object; responds to a target trigger operation for a second virtual object located in the second control area, and executes a second game control instruction for the second virtual object; wherein, the first game control instruction and the second game control instruction are different game instructions. In this way, different control areas can be displayed in the graphical user interface, and the target trigger operations issued in different control areas will control different virtual objects to execute different game control instructions, so as to meet the different control requirements of players for virtual objects, and further improve the accuracy of players' control of virtual objects and the players' game experience.

[0163] Please refer to Figure 10 , Figure 10 which is a schematic structural diagram of an electronic device provided by the embodiments of the present disclosure. As Figure 10 shown in, the electronic device 1000 includes a processor 1010, a memory 1020, and a bus 1030.

[0164] The memory 1020 stores machine-readable instructions executable by the processor 1010. When the electronic device 1000 runs, the processor 1010 communicates with the memory 1020 through the bus 1030, so that the processor 1010 executes the following instructions when running:

[0165] Display a first control area and a second control area on the graphical user interface;

[0166] Respond to a target trigger operation for a first virtual object located in the first control area, and execute a first game control instruction for the first virtual object;

[0167] In response to a target trigger operation for a second virtual object located in the second control area, execute a second game control instruction for the second virtual object;

[0168] Wherein, the first game control instruction and the second game control instruction are different game instructions.

[0169] In an alternative embodiment, the first virtual object and the second virtual object are virtual objects of different game camps.

[0170] In an alternative embodiment, the first game control instruction is an instruction to display the status information of the first virtual object; the second game control instruction is an instruction to control our virtual object to attack the second virtual object.

[0171] In an alternative embodiment, among the instructions executed by the processor 1010, the displaying of the first control area and the second control area on the graphical user interface includes:

[0172] In response to the game scene currently entering a combat state or in response to an instruction trigger operation, display the first control area and the second control area on the graphical user interface.

[0173] In an alternative embodiment, among the instructions executed by the processor 1010, the displaying of the first control area and the second control area on the graphical user interface includes:

[0174] Display a regional dividing line on the graphical user interface display area to divide the graphical user interface into a first control area and a second control area.

[0175] In an alternative embodiment, among the instructions executed by the processor 1010, it further includes:

[0176] In response to a regional adjustment operation, adjust the first control area and the second control area.

[0177] In an alternative embodiment, the regional adjustment operation is a moving operation for the regional dividing line, where the regional dividing line is the dividing line between the first control area and the second control area.

[0178] In an alternative embodiment, among the instructions executed by the processor 1010, it further includes:

[0179] Display regional prompt information at preset positions in the first control area and the second control area respectively.

[0180] In an alternative embodiment, the target trigger operation is a click operation.

[0181] In the above - mentioned manner, different control regions can be displayed in the graphical user interface. Target trigger operations issued within different control regions will control different virtual objects to execute different game control instructions, so as to meet different control requirements of players for virtual objects, and further improve the accuracy of players' control of virtual objects and the players' gaming experience. At the same time, in order for players to accurately understand the response results of target trigger operations on virtual objects within different control regions, and then issue corresponding instructions within different control regions, regional prompt information can be displayed at preset positions in different control regions to prompt players, so that players can accurately control virtual objects, and further improve the human - machine interaction efficiency and the players' gaming experience. At the same time, players can also issue target trigger operations for multiple virtual objects within the first control region simultaneously, and then display the status information of multiple virtual objects at the same time, so as to reduce the operation steps for players to view the status information of virtual objects one by one, and further improve the human - machine interaction efficiency and the players' gaming experience. At the same time, players can also issue target trigger operations for multiple virtual objects within the second control region simultaneously, and then control the virtual objects of our game camp to move towards the virtual objects selected by multiple players at the same time, and perform normal attack operations on each virtual object, so as to reduce the operation steps for players to select virtual objects one by one to control the virtual objects of our game camp to attack the selected virtual objects, and further improve the human - machine interaction efficiency and the players' gaming experience. At the same time, since the positions of virtual objects of different game camps will change during the battle process, at this time, the trigger operation requirements of players for the updated virtual objects within different control regions will also change. At this time, by adjusting the regional dividing line, the regional coverage ranges of the first control region and the second control region can be adjusted, so as to better meet the trigger operation requirements of players for the updated virtual objects within different control regions, and further improve the human - machine interaction efficiency and the players' gaming experience. At the same time, if a player is controlling the virtual objects of our game camp to fight at this time and cannot issue an adjustment operation for the regional dividing line again, at this time, the position of the regional dividing line can also be adjusted by adjusting the tilt angle of the terminal device, so as to adjust the regional coverage ranges of the first control region and the second control region, and improve the human - machine interaction efficiency and the players' gaming experience.

[0182] The embodiments of the present disclosure also provide a computer - readable storage medium, on which a computer program is stored, so that when the computer program is run by a processor, the following instructions are executed:

[0183] Display a first control region and a second control region on the graphical user interface;

[0184] In response to a target triggering operation for a first virtual object located in the first control area, execute a first game control instruction for the first virtual object;

[0185] In response to a target triggering operation for a second virtual object located in the second control area, execute a second game control instruction for the second virtual object;

[0186] Wherein, the first game control instruction and the second game control instruction are different game instructions.

[0187] In an optional implementation manner, the first virtual object and the second virtual object are virtual objects of different game camps.

[0188] In an optional implementation manner, the first game control instruction is an instruction to display the status information of the first virtual object; the second game control instruction is an instruction to control our virtual object to attack the second virtual object.

[0189] In an optional implementation manner, among the instructions executed by the computer-readable storage medium, the displaying of the first control area and the second control area on the graphical user interface includes:

[0190] In response to the game scene currently entering a combat state or in response to an instruction triggering operation, display the first control area and the second control area on the graphical user interface.

[0191] In an optional implementation manner, among the instructions executed by the computer-readable storage medium, the displaying of the first control area and the second control area on the graphical user interface includes:

[0192] Display a regional dividing line on the graphical user interface to divide the graphical user interface into a first control area and a second control area.

[0193] In an optional implementation manner, among the instructions executed by the computer-readable storage medium, further include:

[0194] In response to a regional adjustment operation, adjust the first control area and the second control area.

[0195] In an optional implementation manner, the regional adjustment operation is a moving operation for the regional dividing line, where the regional dividing line is the dividing line between the first control area and the second control area.

[0196] In an optional implementation manner, among the instructions executed by the computer-readable storage medium, further include:

[0197] Display regional prompt information at preset positions in the first control area and the second control area respectively.

[0198] In an alternative embodiment, the target trigger operation is a click operation.

[0199] In the above manner, different control areas can be displayed in the graphical user interface. The target trigger operations issued within different control areas will control different virtual objects to execute different game control instructions, so as to meet the different control requirements of players for virtual objects, thereby improving the accuracy of players' control of virtual objects and the players' gaming experience. At the same time, in order for players to accurately understand the response results of the target trigger operations for virtual objects within different control areas, and then issue corresponding instructions within different control areas, area prompt information can be displayed at preset positions in different control areas to prompt players, so that players can accurately control virtual objects, thereby improving the human-computer interaction efficiency and the players' gaming experience. At the same time, players can also issue target trigger operations for multiple virtual objects within the first control area at the same time, and then display the status information of multiple virtual objects at the same time, so as to reduce the operation steps for players to view the status information of virtual objects one by one, and further improve the human-computer interaction efficiency and the players' gaming experience. At the same time, players can also issue target trigger operations for multiple virtual objects within the second control area at the same time, and then control the virtual objects of our game camp to move towards the virtual objects selected by multiple players at the same time, and perform ordinary attack operations on each virtual object, so as to reduce the operation steps for players to select virtual objects one by one to control the virtual objects of our game camp to attack the selected virtual objects, and further improve the human-computer interaction efficiency and the players' gaming experience. At the same time, since the positions of virtual objects of different game camps will change during the battle, at this time, the trigger operation requirements of players for the updated virtual objects within different control areas will also change. At this time, the area coverage ranges of the first control area and the second control area can be adjusted by adjusting the area dividing line, so as to better meet the trigger operation requirements of players for the updated virtual objects within different control areas, and further improve the human-computer interaction efficiency and the players' gaming experience. At the same time, if the player is controlling the virtual objects of our game camp to fight at this time and cannot issue an adjustment operation for the area dividing line again, at this time, the position of the area dividing line can also be adjusted by adjusting the tilt angle of the terminal device, so as to adjust the area coverage ranges of the first control area and the second control area, so as to improve the human-computer interaction efficiency and the players' gaming experience.

[0200] Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the systems, devices, and units described above can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein.

[0201] In several embodiments provided by the present disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection between each other can be through some communication interfaces. The indirect coupling or communication connection of the devices or units can be in electrical, mechanical, or other forms.

[0202] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place, or they can be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0203] In addition, in each embodiment of the present disclosure, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.

[0204] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such an understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present disclosure. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.

[0205] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present disclosure, which are used to illustrate the technical solutions of the present disclosure rather than to limit them. 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 described 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 cause the essence of the corresponding technical solutions to 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 shall be subject to the protection scope of the claims.

Claims

1. A control method for a virtual object, characterized in that, Providing a graphical user interface through a terminal device; The graphical user interface includes a game scene; The game scene includes a plurality of virtual objects; The control method includes: Displaying a first control area and a second control area on the graphical user interface; In response to a target trigger operation for a first virtual object located in the first control area, executing a first game control instruction for the first virtual object; In response to a target trigger operation for a second virtual object located in the second control area, executing a second game control instruction for the second virtual object; Wherein, the first game control instruction and the second game control instruction are different game instructions.

2. The control method according to claim 1, wherein The first virtual object and the second virtual object are virtual objects of different game camps.

3. The control method according to claim 1, characterized in that: The first game control instruction is an instruction to display the status information of the first virtual object; The second game control instruction is an instruction to control our virtual object to attack the second virtual object.

4. The control method according to claim 1, wherein The displaying the first control area and the second control area on the graphical user interface includes: In response to the game scene currently entering a combat state or in response to an instruction trigger operation, displaying the first control area and the second control area on the graphical user interface.

5. The control method according to claim 1, characterized in that: The displaying the first control area and the second control area on the graphical user interface includes: Displaying a regional dividing line on the graphical user interface to divide the graphical user interface into a first control area and a second control area.

6. The control method according to claim 1, characterized in that, The control method further includes: In response to a regional adjustment operation, adjusting the first control area and the second control area.

7. The control method according to claim 6, characterized in that, The regional adjustment operation is a moving operation for the regional dividing line, where the regional dividing line is the dividing line between the first control area and the second control area.

8. The control method according to claim 1, wherein The control method further includes: Displaying regional prompt information at preset positions in the first control area and the second control area respectively.

9. The control method according to claim 1, characterized in that: The target trigger operation is a click operation.

10. A control device for a virtual object, characterized in that Providing a graphical user interface through a terminal device; The graphical user interface includes a game scene; The game scene includes a plurality of virtual objects; The control device includes: A regional display module for displaying a first control area and a second control area on the graphical user interface; A first game control module for, in response to a target trigger operation for a first virtual object located in the first control area, executing a first game control instruction for the first virtual object; A second game control module for, in response to a target trigger operation for a second virtual object located in the second control area, executing a second game control instruction for the second virtual object; Wherein, the first game control instruction and the second game control instruction are different game instructions.

11. An electronic device, characterized in that: Including: A processor, a memory, and a bus, the memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus, and the processor executes the machine-readable instructions to perform the steps of the control method of the virtual object according to any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the method for controlling a virtual object according to any one of claims 1 to 9.