Game interaction method and device, storage medium and electronic equipment

By displaying bond logos and binding relationship instructions in the game interface, the problem of players forgetting to change hero characters is solved, and the game interaction efficiency and experience is improved.

CN120459633APending Publication Date: 2025-08-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510788327.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-12
Publication Date
2025-08-12

AI Technical Summary

Technical Problem

During the game, players are prone to forget the hero characters who are temporarily on the battlefield and affect the game's interaction efficiency.

Method used

By displaying bond logos in the graphical user interface, the obtained and unobtained battle object logos are displayed, and a binding relationship is established in response to the operation, the binding relationship indicator is displayed, and the player is reminded to replace the object.

Benefits of technology

It improves the game interaction efficiency, helps players to easily change hero characters during the intense game process, and improves the game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention discloses a game interaction method and device, a storage medium and electronic equipment. The method comprises the following steps: in response to a first operation acting on a target fettering identifier, displaying object identifiers of a plurality of battle objects required for forming a target object combination corresponding to the target fettering identifier in a graphical user interface, the object identifiers comprise a first object identifier of a first battle object obtained by the first account and a second object identifier of a second battle object which is not obtained by the first account; in response to a second operation for the second object identifier and the target first battle object, controlling to establish a binding relationship between the target first battle object and the second battle object; a second battle object is obtained in response to the first account, a first binding relation indication mark is displayed between the second battle object and the target first battle object in an associated mode, and the first binding relation indication mark is used for indicating that a binding relation exists between the target first battle object and the second battle object. Therefore, the game interaction efficiency can be improved.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a game interaction method, device, storage medium, and electronic device. Background Art

[0002] With the rapid development of life and technology, people often use gaming apps for entertainment. For example, in some auto chess games, players can control heroes based on game tactics and strategies to enter the game battlefield and fight. In the early stages of the game, players often deploy a few temporary heroes and then replace them later.

[0003] During the research and practice of existing technologies, it was found that there are usually multiple different hero characters in the game process. During the tense game battle, players are very likely to forget to change the hero characters that are temporarily deployed, which affects the game battle and makes the game interaction efficiency poor. Summary of the Invention

[0004] The embodiments of the present application provide a game interaction method, device, storage medium, and electronic device, which can intuitively and conveniently remind players to replace the target first battle object with the second battle object, effectively improving the game interaction efficiency.

[0005] An embodiment of the present application provides a game interaction method, wherein a graphical user interface is provided through a terminal device, the terminal device corresponding to a first account, the graphical user interface displaying a game area and at least one bond indicator, the game area displaying a first battle object obtained by the first account, and the bond indicator being used to indicate a bond effect triggered by a combination of multiple battle objects. The method includes:

[0006] In response to a first operation applied to a target bond identifier, displaying, in the graphical user interface, the object identifiers of a plurality of battle objects required to constitute a target object combination corresponding to the target bond identifier, wherein the object identifiers include a first object identifier of a first battle object already obtained by the first account and a second object identifier of a second battle object not yet obtained;

[0007] In response to a second operation on the second object identifier and the target first fighting object, controlling establishment of a binding relationship between the target first fighting object and the second fighting object;

[0008] In response to the first account obtaining the second battle object, a first binding relationship indication mark is associated and displayed between the second battle object and the target first battle object, wherein the first binding relationship indication mark is used to indicate that the target first battle object and the second battle object have the binding relationship.

[0009] Accordingly, an embodiment of the present application provides a game interaction device, which provides a graphical user interface through a terminal device, wherein the terminal device corresponds to a first account, and the graphical user interface displays a game area and at least one bond indicator, wherein the game area displays a first battle object obtained by the first account, and the bond indicator is used to indicate a bond effect triggered by an object combination consisting of multiple battle objects. The device includes:

[0010] a display unit for displaying, in response to a first operation acting on a target bond identifier, object identifiers of a plurality of battle objects required to constitute a target object combination corresponding to the target bond identifier in the graphical user interface, wherein the object identifiers include a first object identifier of a first battle object already obtained by the first account and a second object identifier of a second battle object not yet obtained;

[0011] a binding unit, configured to control establishment of a binding relationship between the target first fighting object and the second fighting object in response to a second operation on the second object identifier and the target first fighting object;

[0012] An indication unit is used to display a first binding relationship indication mark in association between the second battle object and the target first battle object in response to the first account obtaining the second battle object, wherein the first binding relationship indication mark is used to indicate that the target first battle object and the second battle object have the binding relationship.

[0013] In addition, an embodiment of the present application also provides a computer-readable storage medium, which stores a computer program. The computer program is suitable for loading by a processor to execute the steps in any game interaction method provided in the embodiment of the present application.

[0014] In addition, an embodiment of the present application also provides an electronic device, including a processor and a memory, wherein the memory stores an application program, and the processor is used to run the application program in the memory to implement the game interaction method provided in the embodiment of the present application.

[0015] An embodiment of the present application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium; when a processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, causing the electronic device to perform the steps in the game interaction method provided in the embodiment of the present application.

[0016] An embodiment of the present application provides a graphical user interface through a terminal device, which corresponds to a first account. The graphical user interface displays a game area and at least one bond identifier. The game area displays the first battle object obtained by the first account, and the bond identifier is used to prompt the bond effect triggered by the object combination composed of multiple battle objects. In response to a first operation acting on a target bond identifier, the object identifiers of multiple battle objects required to constitute the target object combination corresponding to the target bond identifier are displayed in the graphical user interface, wherein the object identifiers include a first object identifier of the first battle object obtained by the first account and a second object identifier of the second battle object that has not yet been obtained; in response to a second operation on the second object identifier and the target first battle object, the establishment of a binding relationship between the target first battle object and the second battle object is controlled; in response to the first account obtaining the second battle object, a first binding relationship indication mark is associated and displayed between the second battle object and the target first battle object, wherein the first binding relationship indication mark is used to indicate that there is a binding relationship between the target first battle object and the second battle object. In this way, by setting a binding relationship between the target first combat object obtained by the first account and the second combat object that has not been obtained under the same bond, when the first account obtains the second combat object, a binding relationship indicator mark for indicating that there is a binding relationship between the target first combat object and the second combat object is displayed in association between the target object identifiers of the target first combat object and the second combat object. Based on the indication of the binding relationship indicator mark, the player can be reminded intuitively and conveniently to replace the target first combat object with the second combat object during the game battle, thereby effectively improving the efficiency of game interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0018] Figure 1 This is a schematic diagram of an implementation scenario of a game interaction method provided in an embodiment of the present application;

[0019] Figure 2 This is a flowchart of a game interaction method provided by an embodiment of the present application;

[0020] Figure 3a This is a schematic diagram of character markings in a game interaction method provided by an embodiment of the present application;

[0021] Figure 3b This is a schematic diagram of a first marking identification of a game interaction method provided in an embodiment of the present application;

[0022] Figure 3c This is another character marking schematic diagram of a game interaction method provided by an embodiment of the present application;

[0023] Figure 3d This is a schematic diagram of a second marking identification of a game interaction method provided in an embodiment of the present application;

[0024] Figure 4a This is a schematic diagram of a first binding identifier of a game interaction method provided in an embodiment of the present application;

[0025] Figure 4b This is a schematic diagram of a second binding identifier of a game interaction method provided in an embodiment of the present application;

[0026] Figure 4c This is a second operation diagram of a game interaction method provided in an embodiment of the present application;

[0027] Figure 4d This is a schematic diagram of a binding relationship indication mark of a game interaction method provided in an embodiment of the present application;

[0028] Figure 4e This is another schematic diagram of a binding relationship indication mark of a game interaction method provided in an embodiment of the present application;

[0029] Figure 5 is a structural diagram of a game interaction device provided in an embodiment of the present application;

[0030] Figure 6 It is a structural diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0031] The following will be combined with the drawings in the embodiments of this application to clearly and completely describe the technical solutions in the embodiments of this application. Obviously, the embodiments described are only part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without making creative efforts are within the scope of protection of this application.

[0032] The embodiments of the present application provide a game interaction method, device, storage medium, and electronic device. The game interaction device can be integrated into an electronic device, which can be a server, a terminal, or other device.

[0033] Among them, the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, network acceleration services (Content Delivery Network, CDN), as well as basic cloud computing services such as big data and artificial intelligence platforms. Terminals may include but are not limited to mobile phones, computers, intelligent voice interaction devices, smart home appliances, vehicle-mounted terminals, aircraft, etc. Terminals and servers can be directly or indirectly connected through wired or wireless communication, and this application does not impose any restrictions on this.

[0034] See also Figure 1 , taking the integration of game interactive devices into electronic devices as an example, Figure 1 A schematic diagram of an implementation scenario of the game interaction method provided in an embodiment of the present application, wherein the electronic device may be a terminal, and the electronic device may provide a graphical user interface, wherein the graphical user interface displays a game area and at least one bond identifier, wherein the game area displays a first battle object obtained by a first account, and the bond identifier is used to prompt a bond effect triggered by an object combination composed of multiple battle objects, and in response to a first operation acting on a target bond identifier, object identifiers of multiple battle objects required to constitute the target object combination corresponding to the target bond identifier are displayed in the graphical user interface, wherein the object identifiers include a first object identifier of a first battle object obtained by the first account and a second object identifier of a second battle object not yet obtained; in response to a second operation on the second object identifier and the target first battle object, control is exercised to establish a binding relationship between the target first battle object and the second battle object; in response to the first account obtaining the second battle object, a first binding relationship indication mark is associated and displayed between the second battle object and the target first battle object, wherein the first binding relationship indication mark is used to indicate that there is a binding relationship between the target first battle object and the second battle object.

[0035] It should be noted that Figure 1 The illustrated schematic diagram of the implementation environment scenario of the game interaction method is merely an example. The implementation environment scenario of the game interaction method described in the embodiments of this application is intended to more clearly illustrate the technical solutions of the embodiments of this application and does not constitute a limitation on the technical solutions provided by the embodiments of this application. It will be appreciated by those skilled in the art that with the evolution of data processing and the emergence of new business scenarios, the technical solutions provided in this application are equally applicable to similar technical problems.

[0036] The solutions provided in the embodiments of the present application are specifically described by the following embodiments. It should be noted that the description order of the following embodiments does not limit the preferred order of the embodiments.

[0037] This embodiment will be described from the perspective of a game interaction device. The game interaction device may be integrated into an electronic device, which may be a terminal and / or a server. This application does not impose any restrictions thereon.

[0038] See also Figure 2 , Figure 2 : This is a flow chart of a game interaction method provided by an embodiment of the present application. The terminal device provides a graphical user interface, the terminal device corresponds to a first account, and the graphical user interface displays a game area and at least one bond indicator. The game area displays a first battle object obtained by the first account, and the bond indicator is used to indicate a bond effect triggered by a combination of multiple battle objects. The game interaction method includes:

[0039] In step 101, in response to a first operation acting on a target bond identifier, object identifiers of a plurality of battle objects required to constitute a target object combination corresponding to the target bond identifier are displayed in a graphical user interface.

[0040] The object identifier includes a first object identifier of a first battle object that the first account has obtained and a second object identifier of a second battle object that has not yet been obtained.

[0041] Among them, the graphical user interface can be a graphical user interface obtained by executing a software application on a processor of a terminal device and rendering it on a display, and can be a display screen interface of a terminal device. The graphical user interface can present the entire virtual scene, or only a part of the virtual scene. The virtual scene can also be called a game scene, which can be a virtual scene displayed (or provided) when a game application is running on a terminal or server, and players play games in the virtual scene by controlling virtual characters. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., or it can be a venue for game battles that exists independently in the virtual scene, etc., and the embodiments of the present application are not limited here. The graphical user interface may include a game area, and the game area may include a battle area and a preparation area. The battle area may be an area in the virtual scene for game battles. The battle area can display the first battle object participating in the current game game, and the preparation area can display the first battle object that has not participated in the battle. The first account can be the current player's game account, and the first account is logged in to the terminal device. The first battle object may be a battle object obtained by the first account. The battle object may be a virtual object used to participate in the game battle, also known as a virtual character. The virtual character may be a character active in a virtual scene, for example, a hero character, an animal, or other controllable virtual character in the game.

[0042] The bond identifier may be an identifier indicating the bond type, for example, a bond name. A bond may refer to a special connection between two or more virtual characters in the game that can trigger additional effects. The bond type may include national bonds, lineup bonds, class bonds, and other bond types. For example, it may include bonds with family, gunslingers, sword masters, and stalkers. The bond effects may include increasing health points, improving defense, and improving hit rate. The target bond identifier may be a selected bond identifier, and the first operation may be an operation to select the target bond identifier, for example, it may include operations such as clicking, pressing, and double-clicking. The target object combination may be an object combination that triggers the bond effect corresponding to the target bond identifier. The object identifier may be an identifier of a battle object, such as an avatar, name, or identity identification number (ID) of the battle object, and may be used to uniquely identify a battle object. The first object identifier may be the object identifier of the first battle object, and the second battle object may be a battle object included in the target object combination that the first account has not obtained. The second object identifier may be the object identifier of the second battle object.

[0043] For example, see Figure 3a , Figure 3aThis is a schematic diagram of character markings for a game interaction method provided by an embodiment of the present application. A graphical user interface may display a game area and a viewing area. The game area may include a battle area and a preparation area. The battle area may display the first opponent currently selected for game play, and the preparation area may display the first opponent already obtained by the first account but not yet participating in the game play. The viewing area may display the bond name (i.e., bond identifier) corresponding to at least one bond type.

[0044] Optionally, the battle objects in the game can be marked. For example, the battle object can be marked as a temporary transition battle object, or the battle object can be marked as a desired battle object. The temporary transition battle object can be a virtual character that is temporarily deployed, and this type of virtual character can be replaced in the later stage of the game. The desired battle object can be the virtual character that the player expects to obtain.

[0045] For example, in the Auto Chess game, players at low levels often need to deploy some temporary hero characters based on game strategies and replace them in the later stages of the game. These temporary hero characters are temporary transitional virtual characters, that is, the opponents to be replaced.

[0046] For example, in the Auto Chess game, players sometimes plan to replace the temporary hero A with hero B based on the game strategy. Here, hero B is a virtual character that the player cannot obtain in the current game stage. Virtual characters like hero B are the desired opponents.

[0047] In one embodiment, a hero character temporarily deployed can be marked as a combat object to be replaced. For example, in response to a marking operation on a target first combat object, a first marking identifier can be displayed based on the position of the target first combat object in the game area, and the first marking identifier indicates that the target first combat object is the combat object to be replaced.

[0048] The target first combatant may be a combatant to be replaced, for example, a virtual character that the player temporarily places in the combat area and is expected to be replaced later. The first marking identifier may be a marking identifier corresponding to the target first combatant.

[0049] Among them, in response to the marking operation on the target first combat object, there can be multiple ways to display the first marking identifier based on the position of the target first combat object in the game area. For example, in response to the triggering operation on the target first combat object, the first property panel of the target first combat object can be displayed in the graphical user interface, and the first property panel includes a first marking control; in response to the triggering operation on the first marking control, the first marking identifier is displayed based on the position of the target first combat object in the game area.

[0050] Among them, the first attribute panel can be a panel that displays the attribute information of the target first combat object, the first marking control can be a control for marking the target first combat object as the combat object to be replaced, and the triggering operation can include operations such as clicking, long pressing, and double-clicking.

[0051] For example, please refer to Figure 3a , the player can click on the target first combat object "Hero A", so that in response to the trigger operation on the target first combat object, a first attribute panel of the target first combat object can be displayed in the graphical user interface. The first attribute panel can include a first mark control "transition", so that the player can click on the first mark control, so that in response to the trigger operation on the first mark control, a first mark identifier can be displayed based on the position of the target first combat object in the game area. For example, please refer to Figure 3b , Figure 3b This is a schematic diagram of a first marking identifier of a game interaction method provided by an embodiment of the present application. The first marking identifier can be displayed above the target first combat object to indicate that the target first combat object is a temporary transitional virtual character to be replaced.

[0052] Optional, please continue to refer to Figure 3a The graphical user interface may also include a viewing area for viewing object combinations under various bond types in the game. Players can click on each bond name to trigger the display of a bond viewing panel for the corresponding bond type, thereby allowing them to view the combat objects included in the object combination with the corresponding bond type based on the bond viewing panel. The bond viewing panel may include the object identifier of each combat object in the object combination, including the object identifier of at least one second combat object, where the second combat object is a virtual character that the first account has not obtained.

[0053] Optionally, the bond viewing panel can also be a panel for viewing various virtual characters in the game. For example, it can be used to view virtual characters that have various bond types with the virtual character owned by the first account, it can also be used to view all virtual characters in the game, and it can also be used to view virtual characters required to be obtained based on the game battle strategy planned by the player, etc.

[0054] In one embodiment, the hero character required by the strategy can be marked as a virtual character that is desired to be obtained. For example, in response to a marking operation on a second battle object, a second marking identifier can be displayed based on the position of a second object identifier of the second battle object, and the second marking identifier indicates that the second battle object is the battle object that the first account desires to obtain.

[0055] The second battle object affected by the marking operation can be a marked battle object in the second battle object of the target object combination, for example, a virtual character that the marked player needs to obtain. The second marking identifier can be used to indicate that the second battle object is the battle object that the first account needs to obtain.

[0056] Among them, in response to the marking operation on the second combat object, there can be multiple ways to display the second marking identifier based on the position of the second object identifier of the second combat object. For example, in response to the triggering operation of the second object identifier, the second property panel of the second combat object can be displayed in the graphical user interface, and the second property panel includes a second marking control; in response to the triggering operation of the second marking control, the second marking identifier is displayed based on the position of the second object identifier of the second combat object in the graphical user interface.

[0057] The second attribute panel may be a panel displaying attribute information of the second battle object, and the second marking control may be a control for marking the second battle object as a battle object desired to be obtained by the first account.

[0058] For example, see Figure 3c , Figure 3c This is another character marking schematic diagram of a game interaction method provided by an embodiment of the present application. The player can click on the target bond identifier to display the bond viewing panel corresponding to the target bond identifier in the graphical user interface, and then click on the object identifier of the second combat object "Hero B" in the bond viewing panel to trigger the second attribute panel of the second combat object to be displayed in the graphical user interface. The second attribute panel may include a second mark control "Follow". The player can click on the control to respond to the triggering operation of the second mark control and display the second mark identifier based on the position of the object identifier of the second combat object in the bond viewing panel. For example, the second mark identifier can be displayed on the object identifier of the second combat object in the bond viewing panel.

[0059] For another example, please refer to Figure 3d , Figure 3dThis is a schematic diagram of a second marking identifier for a game interaction method provided in an embodiment of the present application. When a second combat object is available for purchase, an object card corresponding to the second combat object may be displayed in a character refresh area, and a second marking identifier may be displayed on the object card corresponding to the second combat object to remind the player that the desired second combat object "Hero B" can be purchased. The character refresh area may be an area in a graphical user interface that indicates virtual characters currently available for purchase by a first account. The character refresh area may display multiple object cards for virtual characters currently available for purchase by the first account, and the player may refresh the area to obtain the latest available virtual characters.

[0060] In step 102 , in response to a second operation on the second object identifier and the target first competing object, control is performed to establish a binding relationship between the target first competing object and the second competing object.

[0061] The target first battle object may be the first battle object with which a binding relationship is established, and the binding relationship may be used to indicate that the second battle object will be used to replace the target first battle object after being obtained by the first account.

[0062] The second operation may be an operation of binding the target first battle object and the second battle object.

[0063] Optionally, after controlling the establishment of a binding relationship between the target first battle object and the second battle object in response to a second operation on the second object identifier and the target first battle object, the first binding identifier can be displayed based on the position of the second object identifier in the graphical user interface, and the second binding identifier can be displayed based on the position of the target first battle object in the game area, wherein the first binding identifier includes the object identifier of the target first battle object, and the second binding identifier includes the second object identifier.

[0064] Among them, the first binding identifier can be the binding identifier corresponding to the second battle object, and the second binding identifier can be the binding identifier corresponding to the target first battle object. Based on the first binding identifier and the second binding identifier, it can be intuitively indicated that there is a binding relationship between the player's target first battle object and the second battle object.

[0065] For example, take the hero portrait of the battle target as an example, please refer to Figure 4a , Figure 4a This is a schematic diagram of the first binding identifier of a game interaction method provided in an embodiment of the present application. A first binding identifier can be displayed on the object identifier corresponding to the second combat object. The first binding identifier includes a hero avatar of the target first combat object. Based on this, the player can quickly and intuitively know that there is a binding relationship between the target first combat object and the second combat object.

[0066] For another example, please refer to Figure 4b , Figure 4b This is a schematic diagram of the second binding identifier of a game interaction method provided in an embodiment of the present application. A second binding identifier can be displayed on the target first combat object. The second binding identifier can include a hero avatar of the second combat object. Based on this second binding identifier, the player can quickly and intuitively know that there is a binding relationship between the target first combat object and the second combat object.

[0067] Optionally, the second operation includes a drag operation on the second fighting object, wherein the starting point of the drag operation is the location of the second fighting object, and the end point of the drag operation is the location of the target first fighting object in the game area.

[0068] For example, see Figure 4c , Figure 4c This is a second operation diagram of a game interaction method provided by an embodiment of the present application. The player can drag the object identifier of the second combat object in the bond viewing panel to the position of the target first combat object in the game area, thereby binding the target first combat object and the second combat object.

[0069] For another example, please continue to refer to Figure 4c , the player can click on the object identifier of the second combat object in the bond viewing panel to trigger the display of the second attribute panel, so that the player can drag the second mark control to the location of the target first combat object in the game area, thereby binding the target first combat object and the second combat object.

[0070] In step 103 , in response to the first account obtaining the second fighting object, a first binding relationship indicator is displayed in association between the second fighting object and the target first fighting object.

[0071] The first binding relationship indication mark may be used to indicate that there is a binding relationship between the target first battle object and the second battle object.

[0072] Among them, in response to the first account obtaining the second battle object, there can be multiple ways to associate and display the first binding relationship indicator mark between the second battle object and the target first battle object. For example, in response to the first account obtaining the second battle object, the second battle object can be displayed in the game area; and the first binding relationship indicator mark connecting the target first battle object and the second battle object can be displayed in the game area.

[0073] Among them, in response to the first account obtaining the second battle object, there can be multiple ways to display the second battle object in the game area. For example, the game area may include a preparation area and a battle area. The target first battle object is located in the battle area. In response to the first account obtaining the second battle object, the second battle object can be displayed in the preparation area.

[0074] The battle preparation area may be used to display the first battle target currently obtained by the first account and not yet in the battle area. When the first account obtains a second battle target, a character model of the second battle target may be displayed in the battle preparation area.

[0075] Optionally, in response to the end of the current game and the triggering operation of the first binding relationship indication flag, the target first game object and the second game object can be replaced to control the addition of the second game object to the game area for a new game.

[0076] Among them, since in the current game, the first battle object in the battle area is in battle and the object cannot be replaced, when the current game ends and in response to the triggering operation of the first binding relationship indication mark, the target first battle object and the second battle object can be replaced to control the addition of the second battle object to the battle area for a new game, and the target first battle object can be controlled to the preparation area to wait for battle.

[0077] There may be multiple triggering operations for the first binding relationship indication mark, for example, operations such as clicking, double-clicking, sliding, and pressing the first binding relationship indication mark.

[0078] Among them, in response to the end of the current game and the triggering operation of the first binding relationship indicator mark, there can be multiple ways to replace the positions of the target first battle object and the second battle object. For example, a replacement control can be displayed in the graphical user interface. The player can trigger the replacement control to replace the positions of the target first battle object and the second battle object in the game area, thereby realizing the replacement of the second battle object and the target first battle object with a convenient operation, thereby improving the efficiency of game interaction.

[0079] For example, see Figure 4d , Figure 4dThis is a schematic diagram of a binding relationship indicator mark of a game interaction method provided in an embodiment of the present application. When a first account obtains a second battle object, the second battle object can be displayed in the preparation area in response to the first account having obtained the second battle object, and a first binding relationship indicator mark connecting the target first battle object and the second battle object can be generated in the graphical user interface. In this way, based on the target first battle object and the second battle object connected by the first binding relationship indicator mark, it can be intuitively and conveniently indicated that there is a binding relationship between the target first battle object and the second battle object, thereby improving the game interaction efficiency.

[0080] Optionally, when the first account can obtain the second battle object but has not yet obtained it, a second binding relationship indicator can be displayed to indicate the binding relationship between the target first battle object and the second battle object. For example, the second graphical user interface may include a character refresh area, and the character refresh area displays the object cards of the battle objects that can be purchased by the first account. In response to the target object card corresponding to the second battle object being displayed in the character refresh area, a second binding relationship indicator can be displayed on the target object card. The second binding relationship indicator includes the object identifier of the target first battle object, which is used to indicate that there is a binding relationship between the target first battle object and the second battle object.

[0081] Among them, when the first account can purchase the second battle object, the character model of the second battle object can be an object card displayed in the character refresh area. The player can purchase the second battle object based on the object card corresponding to the second battle object, thereby obtaining the second battle object.

[0082] For example, see Figure 4e , Figure 4e This is another schematic diagram of a binding relationship indicator mark of a game interaction method provided by an embodiment of the present application. When a first account can purchase a second combat object "Hero B", an object card corresponding to Hero B, that is, a target object card, can be displayed in a character refresh area. Based on the binding relationship between the target first combat object and the second combat object, a second binding relationship indicator mark can be displayed in the object card corresponding to Hero B. The second binding relationship indicator mark includes an object identifier of the target first combat object, such as a character avatar. Based on the character avatar of the target first combat object included in the second binding relationship indicator mark, it can be intuitively and conveniently indicated that there is a binding relationship between the target first combat object and the second combat object, thereby preventing players from forgetting the layout strategy of the combat objects during an intense game and affecting the game strategy goals and game experience, thereby improving the game interaction efficiency.

[0083] As can be seen from the above, an embodiment of the present application provides a graphical user interface through a terminal device, and the terminal device corresponds to a first account. The graphical user interface displays a game area and at least one bond identifier. The game area displays the first battle object obtained by the first account, and the bond identifier is used to prompt the bond effect triggered by the object combination composed of multiple battle objects. By responding to a first operation acting on the target bond identifier, the object identifiers of multiple battle objects required to constitute the target object combination corresponding to the target bond identifier are displayed in the graphical user interface, wherein the object identifiers include a first object identifier of the first battle object obtained by the first account and a second object identifier of the second battle object that has not yet been obtained; in response to a second operation on the second object identifier and the target first battle object, the establishment of a binding relationship between the target first battle object and the second battle object is controlled; in response to the first account obtaining the second battle object, a first binding relationship indication mark is associated and displayed between the second battle object and the target first battle object, wherein the first binding relationship indication mark is used to indicate that there is a binding relationship between the target first battle object and the second battle object. In this way, by setting a binding relationship between the target first combat object obtained by the first account and the second combat object that has not been obtained under the same bond, when the first account obtains the second combat object, a binding relationship indicator mark for indicating that there is a binding relationship between the target first combat object and the second combat object is displayed in association between the target object identifiers of the target first combat object and the second combat object. Based on the indication of the binding relationship indicator mark, the player can be reminded intuitively and conveniently to replace the target first combat object with the second combat object during the game battle, thereby effectively improving the efficiency of game interaction.

[0084] In order to better implement the above method, an embodiment of the present invention further provides a game interaction device, which can be integrated into an electronic device, and the electronic device can be a terminal.

[0085] For example, Figure 5 , which is a schematic diagram of the structure of a game interaction device provided in an embodiment of the present application, wherein the game interaction device provides a graphical user interface through a terminal device, the terminal device corresponds to a first account, and the graphical user interface displays a game area and at least one bond identifier. The game area displays a first battle object obtained by the first account, and the bond identifier is used to indicate a bond effect triggered by an object combination consisting of multiple battle objects. The game interaction device may include a display unit 201, a binding unit 202, and an indication unit 203, as follows:

[0086] Display unit 201, for displaying, in response to a first operation applied to a target bond identifier, in a graphical user interface, the object identifiers of multiple combat objects required to form a target object combination corresponding to the target bond identifier, wherein the object identifiers include a first object identifier of a first combat object already obtained by the first account and a second object identifier of a second combat object not yet obtained;

[0087] A binding unit 202, configured to control establishment of a binding relationship between the target first fighting object and the second fighting object in response to a second operation on the second object identifier and the target first fighting object;

[0088] The indication unit 203 is used to display a first binding relationship indication mark between the second battle object and the target first battle object in response to the first account obtaining the second battle object, wherein the first binding relationship indication mark is used to indicate that there is a binding relationship between the target first battle object and the second battle object.

[0089] In some embodiments, the indicating unit 203 is configured to:

[0090] In response to the first account obtaining the second battle object, displaying the second battle object in the game area;

[0091] A first binding relationship indicator of the connection target first opponent and the second opponent is displayed in the game area.

[0092] In some embodiments, the game area includes a preparation area and a battle area, and the target first battle object is located in the battle area; in response to the first account obtaining the second battle object, the second battle object is displayed in the game area, specifically for:

[0093] In response to the first account obtaining the second battle object, displaying the second battle object in the battle preparation area;

[0094] The game interaction device further includes a role replacement unit for:

[0095] In response to the end of the current game and the triggering operation of the first binding relationship indication flag, the target first game object and the second game object are replaced to control the second game object to be added to the game area for a new game.

[0096] In some embodiments, the graphical user interface includes a character refresh area, which displays object cards of battle objects that can be purchased by the first account, and the game interaction device further includes a binding indication unit for:

[0097] In response to displaying the target object card corresponding to the second battle object in the character refresh area, a second binding relationship indication mark is displayed on the target object card, and the second binding relationship indication mark includes the object identifier of the target first battle object, which is used to indicate that there is a binding relationship between the target first battle object and the second battle object.

[0098] In some embodiments, the second operation includes a drag operation on the second fighting object, wherein the starting point of the drag operation is the location of the second object identifier, and the end point of the drag operation is the location of the target first fighting object in the game area.

[0099] In some embodiments, the game interaction device further includes a binding identification display unit for:

[0100] The first binding identifier is displayed based on the position of the second object identifier in the graphical user interface, and the second binding identifier is displayed based on the position of the target first fighting object in the game area, wherein the first binding identifier includes the object identifier of the target first fighting object and the second binding identifier includes the second object identifier.

[0101] In some embodiments, the game interaction device further includes a first marking unit for:

[0102] In response to a marking operation on the target first opponent, a first marking identifier is displayed based on a position of the target first opponent in the game area, and the first marking identifier indicates that the target first opponent is the opponent to be replaced.

[0103] In some embodiments, in response to the marking operation on the target first opponent, the first marking identifier is displayed based on the position of the target first opponent in the game area, specifically for:

[0104] In response to a trigger operation on the target first combat object, displaying a first property panel of the target first combat object in a graphical user interface, the first property panel including a first mark control;

[0105] In response to a trigger operation on the first mark control, a first mark identifier is displayed based on a position of the target first playing object in the game area.

[0106] In some embodiments, the game interaction device further includes a second marking unit for:

[0107] In response to the marking operation on the second fighting object, a second marking identifier is displayed based on the position of the second object identifier of the second fighting object, and the second marking identifier indicates that the second fighting object is the fighting object that the first account desires to obtain.

[0108] In some embodiments, in response to the marking operation on the second fighting object, the second marking identifier is displayed based on the position of the second object identifier of the second fighting object, specifically for:

[0109] In response to a triggering operation on the second object identifier, displaying a second property panel of the second fighting object in the graphical user interface, the second property panel including a second tag control;

[0110] In response to the triggering operation on the second mark control, the second mark identifier is displayed based on the position of the second object identifier of the second fighting object in the graphical user interface.

[0111] In specific implementation, the above units can be implemented as independent entities, or can be arbitrarily combined to be implemented as the same or several entities. The specific implementation of the above units can be found in the previous method embodiments and will not be repeated here.

[0112] As can be seen from the above, the embodiment of the present application provides a graphical user interface through a terminal device, the terminal device corresponds to a first account, and the graphical user interface displays a game area and at least one bond identifier. The game area displays the first battle object obtained by the first account, and the bond identifier is used to prompt the bond effect triggered by the object combination composed of multiple battle objects. The display unit 201 responds to the first operation acting on the target bond identifier, and displays the object identifiers of multiple battle objects required to constitute the target object combination corresponding to the target bond identifier in the graphical user interface, wherein the object identifier includes the first object identifier of the first battle object obtained by the first account and the second object identifier of the second battle object that has not yet been obtained; the binding unit 202 controls the establishment of a binding relationship between the target first battle object and the second battle object in response to the second operation on the second object identifier and the target first battle object; the indication unit 203 responds to the first account obtaining the second battle object, and displays a first binding relationship indication mark in association between the second battle object and the target first battle object, wherein the first binding relationship indication mark is used to indicate that there is a binding relationship between the target first battle object and the second battle object. In this way, by setting a binding relationship between the target first combat object obtained by the first account and the second combat object that has not been obtained under the same bond, when the first account obtains the second combat object, a binding relationship indicator mark for indicating that there is a binding relationship between the target first combat object and the second combat object is displayed in association between the target object identifiers of the target first combat object and the second combat object. Based on the indication of the binding relationship indicator mark, the player can be reminded intuitively and conveniently to replace the target first combat object with the second combat object during the game battle, thereby effectively improving the efficiency of game interaction.

[0113] The present application also provides an electronic device, such as Figure 6, which shows a schematic structural diagram of an electronic device involved in an embodiment of the present application. The electronic device may be a terminal. Specifically:

[0114] The electronic device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. Those skilled in the art will appreciate that the electronic device structure shown in the figures does not limit the electronic device and may include more or fewer components than shown, or combine certain components, or arrange the components differently.

[0115] The processor 301 is the control center of the electronic device 300. It uses various interfaces and lines to connect various parts of the entire electronic device 300. By running or loading software programs and / or modules stored in the memory 302 and calling data stored in the memory 302, it executes various functions of the electronic device 300 and processes data, thereby monitoring the electronic device 300 as a whole.

[0116] In the embodiment of the present application, the processor 301 in the electronic device 300 loads instructions corresponding to one or more application processes into the memory 302 according to the following steps, and the processor 301 runs the application stored in the memory 302 to implement various functions:

[0117] Providing a graphical user interface via a terminal device, the terminal device corresponding to the first account, the graphical user interface displaying a game area and at least one bond indicator, the game area displaying a first battle object obtained by the first account, and the bond indicator indicating a bond effect triggered by a combination of multiple battle objects;

[0118] In response to a first operation applied to a target bond identifier, displaying, in a graphical user interface, object identifiers of multiple combat objects required to form a target object combination corresponding to the target bond identifier, wherein the object identifiers include a first object identifier of a first combat object already obtained by the first account and a second object identifier of a second combat object not yet obtained;

[0119] In response to a second operation on the second object identifier and the target first fighting object, controlling establishment of a binding relationship between the target first fighting object and the second fighting object;

[0120] In response to the first account obtaining the second battle object, a first binding relationship indicator is associated and displayed between the second battle object and the target first battle object, wherein the first binding relationship indicator is used to indicate that there is a binding relationship between the target first battle object and the second battle object.

[0121] In some embodiments, in response to the first account obtaining the second playing object, displaying a first binding relationship indicator between the second playing object and the target first playing object includes:

[0122] In response to the first account obtaining the second battle object, displaying the second battle object in the game area;

[0123] A first binding relationship indicator of the connection target first opponent and the second opponent is displayed in the game area.

[0124] In some embodiments, the game area includes a preparation area and a battle area, and the target first battle object is located in the battle area;

[0125] In response to the first account obtaining the second battle object, displaying the second battle object in the game area includes:

[0126] In response to the first account obtaining the second battle object, displaying the second battle object in the battle preparation area;

[0127] The game interaction method provided in the embodiment of the present application further includes:

[0128] In response to the end of the current game and the triggering operation of the first binding relationship indication flag, the target first game object and the second game object are replaced to control the second game object to be added to the game area for a new game.

[0129] In some embodiments, the graphical user interface includes a character refresh area, which displays object cards of battle objects that can be purchased by the first account. The game interaction method provided in the embodiment of the present application also includes:

[0130] In response to displaying the target object card corresponding to the second battle object in the character refresh area, a second binding relationship indication mark is displayed on the target object card, and the second binding relationship indication mark includes the object identifier of the target first battle object, which is used to indicate that there is a binding relationship between the target first battle object and the second battle object.

[0131] In some embodiments, the second operation includes a drag operation on the second fighting object, wherein the starting point of the drag operation is the location of the second object identifier, and the end point of the drag operation is the location of the target first fighting object in the game area.

[0132] In some embodiments, in response to a second operation on the second object identifier and the target first competing object, after controlling the establishment of a binding relationship between the target first competing object and the second competing object, the method further includes:

[0133] The first binding identifier is displayed based on the position of the second object identifier in the graphical user interface, and the second binding identifier is displayed based on the position of the target first fighting object in the game area, wherein the first binding identifier includes the object identifier of the target first fighting object and the second binding identifier includes the second object identifier.

[0134] In some embodiments, the game interaction method provided by the embodiments of the present application further includes:

[0135] In response to a marking operation on the target first opponent, a first marking identifier is displayed based on a position of the target first opponent in the game area, and the first marking identifier indicates that the target first opponent is the opponent to be replaced.

[0136] In some embodiments, in response to a marking operation on a target first opponent, displaying a first marking identifier based on a position of the target first opponent in a game area includes:

[0137] In response to a trigger operation on the target first combat object, displaying a first property panel of the target first combat object in a graphical user interface, the first property panel including a first mark control;

[0138] In response to a trigger operation on the first mark control, a first mark identifier is displayed based on a position of the target first playing object in the game area.

[0139] In some embodiments, the game interaction method provided by the embodiments of the present application further includes:

[0140] In response to the marking operation on the second fighting object, a second marking identifier is displayed based on the position of the second object identifier of the second fighting object, and the second marking identifier indicates that the second fighting object is the fighting object that the first account desires to obtain.

[0141] In some embodiments, in response to a marking operation on the second competing object, displaying a second marking identifier based on a position of a second object identifier of the second competing object includes:

[0142] In response to a triggering operation on the second object identifier, displaying a second property panel of the second fighting object in the graphical user interface, the second property panel including a second tag control;

[0143] In response to the triggering operation on the second mark control, the second mark identifier is displayed based on the position of the second object identifier of the second fighting object in the graphical user interface.

[0144] This solution can provide a graphical user interface through a terminal device, which corresponds to a first account. The graphical user interface displays a game area and at least one bond identifier. The game area displays the first battle object obtained by the first account, and the bond identifier is used to prompt the bond effect triggered by the object combination composed of multiple battle objects. In response to a first operation acting on the target bond identifier, the object identifiers of multiple battle objects required to constitute the target object combination corresponding to the target bond identifier are displayed in the graphical user interface, wherein the object identifiers include a first object identifier of the first battle object obtained by the first account and a second object identifier of the second battle object that has not yet been obtained; in response to a second operation on the second object identifier and the target first battle object, the establishment of a binding relationship between the target first battle object and the second battle object is controlled; in response to the first account obtaining the second battle object, a first binding relationship indication mark is associated and displayed between the second battle object and the target first battle object, wherein the first binding relationship indication mark is used to indicate that there is a binding relationship between the target first battle object and the second battle object. In this way, by setting a binding relationship between the target first combat object obtained by the first account and the second combat object that has not been obtained under the same bond, when the first account obtains the second combat object, a binding relationship indicator mark for indicating that there is a binding relationship between the target first combat object and the second combat object is displayed in association between the target object identifiers of the target first combat object and the second combat object. Based on the indication of the binding relationship indicator mark, the player can be reminded intuitively and conveniently to replace the target first combat object with the second combat object during the game battle, thereby effectively improving the efficiency of game interaction.

[0145] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.

[0146] Optional, such as Figure 6 As shown, the electronic device 300 further includes: a touch screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. Among them, the processor 301 is electrically connected to the touch screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307 respectively. Those skilled in the art will understand that Figure 6 The electronic device structure shown in the figure does not constitute a limitation to the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0147] The touch display screen 303 can be used to display a graphical user interface and receive user operations generated by the graphical user interface. The touch display screen 303 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, a liquid crystal display (LCD), an organic light emitting diode (OLED) or the like can be used to configure the display panel. The touch panel can be used to collect user touch operations on or near it (such as operations performed by the user using any suitable object or accessory such as a finger, stylus or the like on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 301, and can receive the command sent by the processor 301 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 301 to determine the type of touch event, and then the processor 301 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 303 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to realize the input function.

[0148] The radio frequency circuit 304 may be used to transmit and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to transmit and receive signals with the network device or other electronic devices.

[0149] The audio circuit 305 can be used to provide an audio interface between the user and the electronic device through a speaker and microphone. The audio circuit 305 can convert the received audio data into an electrical signal and transmit it to the speaker, which then converts it into a sound signal for output. On the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 305 and converted into audio data. The audio data is then output to the processor 301 for processing, and then sent to another electronic device through the radio frequency circuit 304, or the audio data is output to the memory 302 for further processing. The audio circuit 305 may also include an earphone jack to provide communication between external headphones and the electronic device.

[0150] The input unit 306 may be configured to receive input digital, character information, or user feature information (such as fingerprint, iris, or facial information), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0151] Power supply 307 is used to supply power to various components of electronic device 300. Optionally, power supply 307 can be logically connected to processor 301 via a power management system, thereby enabling the power management system to manage charging, discharging, and power consumption. Power supply 307 can also include one or more DC or AC power supplies, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and other arbitrary components.

[0152] although Figure 6 Not shown in the figure, the electronic device 300 may further include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0153] In the above embodiments, the descriptions of each embodiment have their own emphasis. For parts not described in detail in a particular embodiment, please refer to the relevant descriptions of other embodiments. It should be noted that the electronic device provided in the embodiments of this application and the game interaction method in the above embodiments are based on the same concept. The specific implementation process is detailed in the above method embodiments and will not be repeated here.

[0154] As can be seen from the above, the electronic device provided in the embodiment of the present application can provide a graphical user interface through a terminal device, the terminal device corresponds to a first account, and the graphical user interface displays a game area and at least one bond identifier, the game area displays the first battle object obtained by the first account, and the bond identifier is used to prompt the bond effect triggered by the object combination composed of multiple battle objects, and in response to a first operation acting on the target bond identifier, the object identifiers of multiple battle objects required to constitute the target object combination corresponding to the target bond identifier are displayed in the graphical user interface, wherein the object identifiers include a first object identifier of the first battle object obtained by the first account and a second object identifier of the second battle object that has not yet been obtained; in response to a second operation on the second object identifier and the target first battle object, the establishment of a binding relationship between the target first battle object and the second battle object is controlled; in response to the first account obtaining the second battle object, a first binding relationship indication mark is associated and displayed between the second battle object and the target first battle object, wherein the first binding relationship indication mark is used to indicate that there is a binding relationship between the target first battle object and the second battle object. In this way, by setting a binding relationship between the target first combat object obtained by the first account and the second combat object that has not been obtained under the same bond, when the first account obtains the second combat object, a binding relationship indicator mark for indicating that there is a binding relationship between the target first combat object and the second combat object is displayed in association between the target object identifiers of the target first combat object and the second combat object. Based on the indication of the binding relationship indicator mark, the player can be reminded intuitively and conveniently to replace the target first combat object with the second combat object during the game battle, thereby effectively improving the efficiency of game interaction.

[0155] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be accomplished by a computer program, or by controlling related hardware through a computer program. The computer program may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0156] To this end, an embodiment of the present application provides a computer-readable storage medium storing a computer program that can be loaded by a processor to execute the steps of any of the game interaction methods provided in the embodiments of the present application. For example, the computer program can execute the following steps:

[0157] Providing a graphical user interface via a terminal device, the terminal device corresponding to the first account, the graphical user interface displaying a game area and at least one bond indicator, the game area displaying a first battle object obtained by the first account, and the bond indicator indicating a bond effect triggered by a combination of multiple battle objects;

[0158] In response to a first operation applied to a target bond identifier, displaying, in a graphical user interface, object identifiers of multiple combat objects required to form a target object combination corresponding to the target bond identifier, wherein the object identifiers include a first object identifier of a first combat object already obtained by the first account and a second object identifier of a second combat object not yet obtained;

[0159] In response to a second operation on the second object identifier and the target first fighting object, controlling establishment of a binding relationship between the target first fighting object and the second fighting object;

[0160] In response to the first account obtaining the second battle object, a first binding relationship indicator is associated and displayed between the second battle object and the target first battle object, wherein the first binding relationship indicator is used to indicate that there is a binding relationship between the target first battle object and the second battle object.

[0161] This solution can provide a graphical user interface through a terminal device, which corresponds to a first account. The graphical user interface displays a game area and at least one bond identifier. The game area displays the first battle object obtained by the first account, and the bond identifier is used to prompt the bond effect triggered by the object combination composed of multiple battle objects. In response to a first operation acting on the target bond identifier, the object identifiers of multiple battle objects required to constitute the target object combination corresponding to the target bond identifier are displayed in the graphical user interface, wherein the object identifiers include a first object identifier of the first battle object obtained by the first account and a second object identifier of the second battle object that has not yet been obtained; in response to a second operation on the second object identifier and the target first battle object, the establishment of a binding relationship between the target first battle object and the second battle object is controlled; in response to the first account obtaining the second battle object, a first binding relationship indication mark is associated and displayed between the second battle object and the target first battle object, wherein the first binding relationship indication mark is used to indicate that there is a binding relationship between the target first battle object and the second battle object. In this way, by setting a binding relationship between the target first combat object obtained by the first account and the second combat object that has not been obtained under the same bond, when the first account obtains the second combat object, a binding relationship indicator mark for indicating that there is a binding relationship between the target first combat object and the second combat object is displayed in association between the target object identifiers of the target first combat object and the second combat object. Based on the indication of the binding relationship indicator mark, the player can be reminded intuitively and conveniently to replace the target first combat object with the second combat object during the game battle, thereby effectively improving the efficiency of game interaction.

[0162] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.

[0163] The computer-readable storage medium may include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0164] Since the computer program stored in the computer-readable storage medium can execute the steps in any one of the game interaction methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game interaction methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.

[0165] Among them, according to one aspect of the present application, a computer program product is provided, which includes a computer program, and the computer program is stored in a computer-readable storage medium; when the processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, so that the electronic device executes the methods provided in the various optional implementations provided in the above embodiments.

[0166] The above is a detailed introduction to a game interaction method, device, storage medium and electronic device provided in the embodiments of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for those skilled in the art, based on the ideas of the present application, there may be changes in the specific implementation methods and application scope. In summary, the content of this specification should not be understood as limiting the present application.

Claims

1. A game interaction method, characterized in that: A graphical user interface is provided via a terminal device, the terminal device corresponding to a first account, the graphical user interface displaying a game area and at least one bond indicator, the game area displaying a first battle object obtained by the first account, the bond indicator being used to indicate a bond effect triggered by a combination of multiple battle objects, the method comprising: In response to a first operation applied to a target bond identifier, displaying, in the graphical user interface, the object identifiers of a plurality of battle objects required to constitute a target object combination corresponding to the target bond identifier, wherein the object identifiers include a first object identifier of a first battle object already obtained by the first account and a second object identifier of a second battle object not yet obtained; In response to a second operation on the second object identifier and the target first fighting object, controlling establishment of a binding relationship between the target first fighting object and the second fighting object; In response to the first account obtaining the second battle object, a first binding relationship indication mark is associated and displayed between the second battle object and the target first battle object, wherein the first binding relationship indication mark is used to indicate that the target first battle object and the second battle object have the binding relationship.

2. The game interaction method according to claim 1, wherein: In response to the first account obtaining the second battle object, displaying a first binding relationship indicator between the second battle object and the target first battle object includes: In response to the first account obtaining the second battle object, displaying the second battle object in the game area; A first binding relationship indication mark connecting the target first fighting object and the second fighting object is displayed in the game area.

3. The game interaction method according to claim 2, wherein: The game area includes a preparation area and a battle area, and the target first battle object is located in the battle area; In response to the first account obtaining the second battle object, displaying the second battle object in the game area includes: In response to the first account obtaining the second battle object, displaying the second battle object in the battle preparation area; The method further comprises: In response to the end of the current game and the triggering operation of the first binding relationship indication flag, the target first game object and the second game object are replaced to control the addition of the second game object to the game area for a new game.

4. The game interaction method according to claim 1, wherein: The graphical user interface includes a character refresh area, wherein the character refresh area displays object cards of battle objects that can be purchased by the first account, and the method further includes: In response to displaying the target object card corresponding to the second battle object in the character refresh area, a second binding relationship indication mark is displayed on the target object card, and the second binding relationship indication mark includes the object identifier of the target first battle object, which is used to indicate that there is the binding relationship between the target first battle object and the second battle object.

5. The game interaction method according to claim 1, wherein: The second operation includes a drag operation on the second fighting object, wherein the starting point of the drag operation is the location of the second object identifier, and the end point of the drag operation is the location of the target first fighting object in the game area.

6. The game interaction method according to claim 5, wherein: After the control of establishing a binding relationship between the target first fighting object and the second fighting object in response to the second operation on the second object identifier and the target first fighting object, the method further includes: A first binding identifier is displayed based on the position of the second object identifier in the graphical user interface, and a second binding identifier is displayed based on the position of the target first battle object in the game area, wherein the first binding identifier includes the object identifier of the target first battle object, and the second binding identifier includes the second object identifier.

7. The game interaction method according to any one of claims 1 to 6, characterized in that: The method further comprises: In response to a marking operation on a target first opponent, a first marking identifier is displayed based on a position of the target first opponent in the game area, wherein the first marking identifier indicates that the target first opponent is an opponent to be replaced.

8. The game interaction method according to claim 7, wherein: In response to the marking operation on the target first opponent, displaying a first marking mark based on the position of the target first opponent in the game area includes: In response to a trigger operation on a target first combat object, displaying a first property panel of the target first combat object in the graphical user interface, wherein the first property panel includes a first mark control; In response to a triggering operation on the first mark control, a first mark identifier is displayed based on a position of the target first playing object in the game area.

9. The game interaction method according to any one of claims 1 to 6, wherein: The method further comprises: In response to the marking operation on the second fighting object, a second marking identifier is displayed based on the position of the second object identifier of the second fighting object, where the second marking identifier indicates that the second fighting object is the fighting object that the first account desires to obtain.

10. The game interaction method according to claim 9, wherein: The method of displaying a second marking identifier based on a position of a second object identifier of the second object in response to a marking operation on the second object includes: In response to a triggering operation on the second object identifier, displaying a second property panel of the second fighting object in the graphical user interface, wherein the second property panel includes a second mark control; In response to the triggering operation on the second mark control, a second mark identifier is displayed based on the position of the second object identifier of the second fighting object in the graphical user interface.

11. A game interaction device, characterized in that: A graphical user interface is provided via a terminal device, the terminal device corresponding to a first account, the graphical user interface displaying a game area and at least one bond indicator, the game area displaying a first battle object obtained by the first account, the bond indicator being used to indicate a bond effect triggered by a combination of multiple battle objects, the apparatus comprising: a display unit for displaying, in response to a first operation acting on a target bond identifier, object identifiers of a plurality of battle objects required to constitute a target object combination corresponding to the target bond identifier in the graphical user interface, wherein the object identifiers include a first object identifier of a first battle object already obtained by the first account and a second object identifier of a second battle object not yet obtained; a binding unit, configured to control establishment of a binding relationship between the target first fighting object and the second fighting object in response to a second operation on the second object identifier and the target first fighting object; An indication unit is used to display a first binding relationship indication mark in association between the second battle object and the target first battle object in response to the first account obtaining the second battle object, wherein the first binding relationship indication mark is used to indicate that the target first battle object and the second battle object have the binding relationship.

12. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores a computer program, and when the computer program is executed by the processor, the processor is enabled to perform the steps of any one of the methods of claims 1 to 10.

13. A computer-readable storage medium, characterized in that The method comprises a computer program. When the computer program is run on an electronic device, the computer program is used to enable the electronic device to execute the steps of any one of the methods according to claims 1 to 10.