Game control method and device, electronic equipment and storage medium

By dynamically displaying a multi-level menu in response to the duration of a trigger operation on the mobile game's graphical user interface, the problem of limited functionality of the circular menu is solved, operational efficiency and game richness are improved, resource consumption is reduced, and the continuity of player interaction is ensured.

CN120679168APending Publication Date: 2025-09-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510857362.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-24
Publication Date
2025-09-23

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Abstract

The invention provides a game control method and device, electronic equipment and a storage medium, by responding to a first trigger operation for a graphical user interface, a first hierarchical menu is displayed on the graphical user interface, and the first hierarchical menu comprises a plurality of first function options; when the first trigger operation continues, responding to the situation that the duration of the first trigger operation exceeds a first duration threshold value, on the basis of displaying the first hierarchy menu, displaying a second hierarchy menu on the graphical user interface, the second hierarchy menu comprising a plurality of second function options; determining a target function option in response to a selection operation for function options in the first hierarchy menu and / or the second hierarchy menu; and executing a function corresponding to the target function option. Through the method provided by the invention, access and function selection of a multi-level menu are realized in a single interaction process, so that a player can complete multi-level function access without interrupting a game process.
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Description

Technical Field

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

[0002] Mobile games are one of the mainstream forms of entertainment today, and their interactive design directly affects the player's gaming experience. In complex game scenes, players need to call multiple skills or functions quickly and accurately. In related technologies, the circular menu of mobile games usually adopts a single-level design. Players trigger the menu display by long pressing or clicking a specific area of ​​the screen, and then slide to the required option to make a selection. This single-layer circular menu can usually only accommodate a limited number of function options. When players need to use a skill not included in the menu, they must interrupt the current game process and reconfigure the menu content. User operations are cumbersome, the gameplay is monotonous, and multiple menu switching processes will occupy device storage space and squeeze server resources. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a game control method, device, electronic device and storage medium to enable access to multi-level menu functions in a single interaction, thereby improving operational efficiency and game richness.

[0004] In a first aspect, the present disclosure provides a game control method, which provides a graphical user interface through a terminal, and the method includes: in response to a first trigger operation on the graphical user interface, displaying a first-level menu on the graphical user interface, the first-level menu including multiple first function options; when the first trigger operation continues, in response to the duration of the first trigger operation exceeding a first duration threshold, displaying a second-level menu on the graphical user interface on the basis of displaying the first-level menu, the second-level menu including multiple second function options; in response to a selection operation on a function option in the first-level menu and / or the second-level menu, determining a target function option; and executing a function corresponding to the target function option.

[0005] In a second aspect, the present disclosure provides a game control device, which provides a graphical user interface through a terminal, and the device includes: a first display module, which is used to respond to a first trigger operation on the graphical user interface and display a first-level menu on the graphical user interface, wherein the first-level menu includes multiple first function options; a second display module, which is used to respond to the duration of the first trigger operation exceeding a first duration threshold, and display a second-level menu on the graphical user interface on the basis of displaying the first-level menu, wherein the second-level menu includes multiple second function options; a determination module, which is used to determine a target function option in response to a selection operation on a function option in the first-level menu and / or the second-level menu; and an execution module, which is used to execute a function corresponding to the target function option.

[0006] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to perform the steps in the above-mentioned game control method.

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the steps in the above-mentioned game control method.

[0008] The present disclosure provides a game control method, device, electronic device and storage medium, which provides a graphical user interface through a terminal, responds to a first trigger operation on the graphical user interface, displays a first-level menu on the graphical user interface, and the first-level menu includes multiple first function options; when the first trigger operation continues, in response to the duration of the first trigger operation exceeding a first duration threshold, based on the display of the first-level menu, a second-level menu is displayed on the graphical user interface, and the second-level menu includes multiple second function options; in response to the selection operation of the function options in the first-level menu and / or the second-level menu, a target function option is determined; and the function corresponding to the target function option is executed. Through the method provided by this embodiment, multi-level menu access and function selection are realized in a single interactive process, which improves the user's interactive experience and enables players to complete multi-level function access without interrupting the game process; at the same time, through reasonable function layering and menu expansion, the richness of the game is significantly improved, allowing players to quickly access required skills according to different game scenarios; in addition, by reducing the multiple loading caused by menu switching, the device resource consumption is reduced, and the technical limitations of the traditional single-level menu system in complex game scenarios are solved. BRIEF DESCRIPTION OF THE DRAWINGS

[0009] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0010] Figure 1 A flowchart of a game control method provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of an application scenario of the game control method provided by an embodiment of the present disclosure; Figure 3A schematic diagram of another application scenario of the game control method provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of another application scenario of the game control method provided by an embodiment of the present disclosure; Figure 5 A schematic diagram of another application scenario of the game control method provided by an embodiment of the present disclosure; Figure 6 A schematic diagram of another application scenario of the game control method provided by an embodiment of the present disclosure; Figure 7 A schematic diagram of a game control device provided by an embodiment of the present disclosure; Figure 8 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0011] The following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the embodiments. Obviously, the embodiments described are only a part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making any creative efforts are within the scope of protection of the present disclosure.

[0012] This embodiment provides a method for controlling a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays a game interface, which includes a game scene screen and a user interface (UI interface). The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include buttons, animations, text, sounds, windows, and other game design elements that directly or indirectly contact the user. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to controlling characters, such as skill controls, movement controls, function controls, etc.; (2) controls for indicating information, which may also be referred to as information indicators, such as direction indicators, character indicators, character strength indicators, item pickup points, or treasure chest location points; (3) information display controls, which may also be referred to as information display areas, such as displaying basic character information (character name, occupation, health value, true energy value, etc.), character status information (such as whether unconscious, poisoned, etc.), or game information (such as the number of kills, game time, etc.); (4) game setting controls, such as system settings, stores, gold coins, etc. In addition, different games may display different controls in their user interfaces. Some games may also include a friend list control, which allows users to view information about added friends and perform operations such as chatting, visiting their homes, and deleting them. Other games may include quest-related controls, such as displaying the current quest list, including main and side quests. These controls can help users better manage and play the game.

[0013] In an optional embodiment, the game scene screen is a screen corresponding to the virtual scene displayed by the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also called player virtual characters), NPC characters (Non-Player Characters), AI (Artificial Intelligence) characters, etc. that execute game logic in the virtual scene. The game scene screen usually changes with the movement of the controlled virtual characters.

[0014] The virtual scene is the content displayed (or provided) when the game application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and at least one element of vehicles; for example, for 2D or 2.5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, routes, rivers, classrooms, tables and chairs, podiums and other elements.

[0015] The above-mentioned virtual objects refer to dynamic objects that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. The virtual object is a character controlled by the player through an input device, or an AI character set in a virtual environment battle through training, or an NPC set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, which is not limited in the embodiments of the present disclosure. In one possible implementation, 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 fight with other virtual objects using skills, virtual props, etc. provided by the application.

[0016] In one embodiment of the present disclosure, the game control method can be executed on a terminal device or a server. The terminal device can be a local terminal device, such as a touch-sensitive device or a non-touch-sensitive device. When the game control method is executed on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and a client device.

[0017] In an optional embodiment, cloud games can be run under the cloud interaction system. Cloud games refer to a gaming method based on cloud computing. In the cloud gaming 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 game control method are completed on the cloud gaming 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 terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game interface and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game interface.

[0018] In an optional embodiment, the terminal device may be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the game interface to the player in a variety of ways, for example, it may be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen being used to present the game interface, the game interface including the game scene screen, and the processor being used to run the game, generate the game interface, and control the display of the game interface on the display screen.

[0019] In this embodiment, a game control method is provided. Figure 1 is a flowchart of a method for controlling a game according to an embodiment of the present disclosure. Figure 1 As shown, the process includes the following steps: Step S110 , in response to a first trigger operation on the graphical user interface, displaying a first-level menu on the graphical user interface, wherein the first-level menu includes a plurality of first function options; Step S120, while the first trigger operation continues, in response to the duration of the first trigger operation exceeding a first duration threshold, displaying a second-level menu on the graphical user interface in addition to the first-level menu, the second-level menu including a plurality of second function options; Step S130, in response to a selection operation on a function option in the first-level menu and / or the second-level menu, determining a target function option; Step S140: executing the function corresponding to the target function option.

[0020] The method provided in this embodiment allows players to access multiple levels of function menus with a single interactive operation. This not only significantly expands the number of functions that can be accommodated in mobile game circular menus, but also enables smooth transitions between different menu levels, ensuring continuity of player interaction. Furthermore, this method designs a flexible and user-friendly skill access mechanism tailored to the needs of different gaming scenarios, enhancing the interactive experience and game richness. Furthermore, through optimized menu display and operation methods, it addresses the computer-related issue of limited mobile gaming interface space.

[0021] The above steps are described in detail below.

[0022] In step S110 , in response to a first trigger operation on the graphical user interface, a first-level menu is displayed on the graphical user interface, where the first-level menu includes a plurality of first function options.

[0023] Specifically, in this step, when the player performs a first trigger operation on a specific area of ​​the game interface, the system will respond to the operation and display a first-level menu containing multiple first function options on the game interface. These function options represent different functions or skills that can be executed in the game.

[0024] The graphical user interface may be a game operation interface displayed on a mobile terminal device, which generally has the functions of displaying game scenes and receiving user operation instructions.

[0025] In an optional embodiment, the graphical user interface may include multiple interactive areas, including but not limited to a character control area, a skill control area, a mini-map area, and a chat and social area. These areas together constitute a complete gaming environment. For example, in an RPG game, the graphical user interface may have a skill trigger area in the lower right corner, a movement control area in the lower left corner, and a character status information area at the top. These areas work together to provide players with a complete gaming experience.

[0026] The first trigger operation may be a specific interactive action performed by the user on the graphical user interface. The first trigger operation usually has the function of calling up a menu interface for the user to select a function.

[0027] In an alternative embodiment, the first triggering action can be a long press by the player on a designated area of ​​the game interface (e.g., the skill button in the lower right corner). Upon detecting this long press, the system immediately displays the first-level menu. For example, during gameplay, a player can long press the primary skill button area displayed in the lower right corner of the screen. The game system will immediately respond by displaying a first-level menu in a circular pattern around the long press location, containing six commonly used skill options.

[0028] In an alternative embodiment, the first triggering operation can be an operation in a specific game state (such as when the character is in combat). For example, in an action-adventure game, when the player character is facing multiple enemies, the player can long-press the center area of ​​the screen. The system recognizes that this is a situation where a skill needs to be used urgently and immediately pops up a first-level menu for the player to quickly select an appropriate skill to counterattack.

[0029] The first level menu may be an initial function selection interface displayed after the first trigger operation. The first level menu generally provides the player with the most commonly used or most basic function options.

[0030] The first-level menu can be interacted with through clicks, swipes, long presses, and / or other methods. For example, a click allows players to select a function by clicking on a function option in the first-level menu. For example, a swipe allows players to swipe from a trigger position to a first-level function option to select that function.

[0031] In an alternative embodiment, the first-level menu may adopt a circular layout, evenly distributing the 4-6 most commonly used function options around the trigger point, allowing players to select the desired function with a simple swipe. For example, in an action role-playing game, the first-level menu may include five basic options: "Attack," "Defense," "Skills," "Items," and "Escape." These options are arranged in a circular pattern, and players can quickly select them by swiping from the center of the long press toward the option.

[0032] In an optional embodiment, the first-level menu can automatically adjust the displayed function options based on the game scene, such as displaying combat-related skills in combat scenes and social function options in social scenes. For example, when the player character enters the dungeon combat area, the first-level menu will automatically adjust to display combat skills such as "group attack," "single attack," and "buff." However, when the player character enters the town social area, the same menu position will change to display social functions such as "trade," "team up," and "chat."

[0033] The first function option may be an optional function item provided in the first level menu. The first function option generally has the function of executing a specific game function or skill.

[0034] In an optional embodiment, the first function option may be the basic skills or most commonly used functions of the character in the game, such as the main attack skill, basic defense skill, or commonly used props. For example, in a magic-themed role-playing game, the first function option may include basic magic skills such as "Fireball", "Chain Lightning", "Frost Nova", and "Healing". These are the skills that players use most frequently during the game and are therefore placed in the first-level menu for quick access.

[0035] In an optional embodiment, the first function option can be presented using a combination of icons and text prompts to enhance visual recognition and reduce operational errors. For example, each function option not only has a pictorial icon representing the skill, but also a brief text description (such as "Fireball" or "Heal"). When the player's finger hovers over the option, an additional detailed prompt (such as "Deal 100 points of fire damage") will be displayed, helping the player make the right decision quickly during combat.

[0036] In an optional embodiment, the first function option may include a status indicator, such as cooldown time, resource consumption, and other information, to help players determine whether the skill is currently available. For example, a circular progress bar may be displayed on the skill option to indicate the cooldown status, and a number may be displayed to indicate mana consumption. If the current mana is insufficient, the option will be grayed out, reminding the player that the skill is currently unavailable and needs to restore resources or wait for the cooldown to complete.

[0037] In step S120, when the first trigger operation continues, in response to the duration of the first trigger operation exceeding the first duration threshold, a second level menu is displayed on the graphical user interface based on the first level menu, and the second level menu includes multiple second function options.

[0038] Specifically, when the player maintains the first trigger operation and the duration exceeds the first time threshold set by the system (for example, 2 seconds), the system will display an additional second-level menu containing more function options on the basis of the displayed first-level menu, further expanding the range of optional functions.

[0039] The first time threshold may be a time threshold predetermined by the system for distinguishing between a normal trigger operation and a deep menu access. The first time threshold generally helps the system identify the user's intention to access more function options.

[0040] In an optional embodiment, the first duration threshold can be individually adjusted based on the operating habits of different players. The system records and analyzes the average operating time of players to set the most appropriate threshold for each player. For example, for experienced players with fast operation, the system may adjust the threshold to 0.8 seconds, while for novice players with slower operation, the system may adjust the threshold to 2 seconds to adapt to the operating rhythm and habits of different players.

[0041] In an optional embodiment, the first duration threshold can be dynamically adjusted in different game scenarios, such as shortening the threshold in tense combat scenarios and lengthening it in exploration scenarios. For example, when a player is in a tense multiplayer team battle, the system may shorten the threshold to 1 second to allow the player to access more skill options more quickly; whereas, when the player is strolling in a safe town area, the system may lengthen the threshold to 2.5 seconds because the urgency of the operation is lower at this time.

[0042] The second level menu may be an extended function selection interface displayed after a specific condition is met. The second level menu generally provides more advanced or special function options.

[0043] The second level menu can be interacted with by clicking, sliding, long pressing and / or other operations. For example, the player can slide from the first level menu to a function option in the second level menu to select and execute the function.

[0044] In an alternative embodiment, the second-level menu can take the form of an outer ring concentric with the first-level menu, forming a visual hierarchy and containing multiple additional functional options. For example, in a role-playing game, when the player holds down a skill button for two seconds, in addition to the six basic skills displayed in the inner ring, the system will expand the outer ring in a concentric circle to display 10 advanced skill options. These skills may include more specialized combat skills such as "group damage," "continuous damage," and "control skills."

[0045] In an optional embodiment, the second-level menu can expand outward from the first-level menu through a smooth visual diffusion animation, providing clear visual feedback. For example, when the trigger condition is met, the second-level menu will expand outward from the first-level menu with a ripple diffusion animation effect, taking approximately 0.3 seconds to complete the expansion process. This animation is not only aesthetically pleasing, but also intuitively conveys the change in menu levels to the player, enhancing the immersive experience of the operation.

[0046] In an alternative embodiment, the second-level menu can dynamically adjust the displayed function options based on the player character's attributes, equipment, or game progress. For example, for a leveling magician character, as the level increases, more powerful advanced spells may be gradually unlocked in the second-level menu; or when the player obtains specific legendary equipment, the corresponding special skill options will automatically appear in the second-level menu, reflecting the character's growing abilities.

[0047] The second function option may be an optional function item provided in the second level menu. The second function option generally has the function of executing a relatively advanced or professional game function or skill.

[0048] In an alternative embodiment, the second function option may be a relatively infrequently used function that is highly valuable in specific scenarios, such as a rare skill, a combination of skills, or a special item. For example, in a strategy role-playing game, the second function option may include advanced functions such as "terrain analysis," "enemy weakness scan," and "tactical retreat." These functions are not frequently used in daily combat but may play a key role in facing powerful bosses or special challenges.

[0049] In an optional embodiment, the second function option can display more detailed function information, including usage effects, resource consumption, cooldown time, etc., to help players make more precise choices. For example, when players access the second-level menu, a small information card may be displayed next to each skill option, providing detailed attributes of the skill, allowing players to select the most appropriate skill based on the combat situation.

[0050] In an optional implementation, the second level menu options may include skills or functions that work in conjunction with the first level menu options, allowing for the creation of combined effects. For example, a player could first select the "Fire" element from the first level menu, then select the "Storm" advanced form from the second level menu. Combining the two creates a powerful "Fire Storm" combo skill. This combination mechanic greatly enriches the player's combat strategy options.

[0051] In one specific application, after a player long-presses to trigger the first-level menu, they continue to hold the button for two seconds. The system detects that this duration has exceeded a preset threshold, triggering the display of the second-level menu. This second-level menu dynamically expands outward from the first-level menu, forming a concentric outer ring structure. This contains 10 additional advanced skill options, such as "Elemental Storm," "Time Warp," and "Dimensional Teleport." These advanced skills are evenly distributed on the outer ring, forming a visual hierarchy with the basic skills in the inner ring, allowing players to access a richer set of features without interrupting their operation.

[0052] In step S130 , in response to a selection operation on a function option in the first-level menu and / or the second-level menu, a target function option is determined.

[0053] Specifically, when the player selects a function option in the first-level menu or the second-level menu, the system will determine the target function option based on the player's selection and prepare for the subsequent execution of the corresponding function.

[0054] The selection operation may be an interactive action performed by the user to confirm a selection on a function menu. The selection operation generally has the function of confirming the user's intention and selecting a specific function to be executed.

[0055] The selection operation can be achieved by clicking, sliding, long pressing and / or other operations. For example, the player can slide from the trigger position to the specific function option and lift the finger to complete the selection operation.

[0056] In an optional embodiment, the selection operation may be sliding from the center of the menu to the target function option and then releasing the finger, and the system determines that the function option corresponding to the finger release position is the user's selection.

[0057] In an alternative embodiment, the selection action can be directly clicking the target function option in the menu, which is suitable for situations where precise selection is required. For example, when a menu contains multiple similar skill options (such as magic attacks of different elements), players may prefer to directly click a specific option rather than swiping to ensure the correct selection of the desired function and avoid unnecessary losses caused by unleashing the wrong skill in combat.

[0058] In an optional embodiment, the selection operation can also include a combination of selections, such as first selecting a function in the first-level menu and then selecting another function in the second-level menu, forming a function combination. For example, a player can first select "Basic Attack" from the first-level menu and then select "Critical Hit Enhancement" from the second-level menu. The system will combine these two selections into an "Enhanced Critical Attack" effect, providing a stronger combat capability than a single skill.

[0059] The target function option may be a function item to be executed that the user ultimately selects. The target function option generally has the function of executing a corresponding game function or skill by the system.

[0060] In an alternative embodiment, the target function option may be a single function selection, such as selecting a specific skill from the first-level menu or the second-level menu. For example, a player may select "Fireball" from the radial menu as the target function option, and the system will then execute the spell skill, causing the character to release a fireball to attack the target enemy.

[0061] In an alternative embodiment, the target function option can be a cross-level skill combination, connecting options in different menu levels through a specific gesture path. For example, a player can select the "Fire" element from the first-level menu, and then, without releasing the gesture, swipe to the "Shield" option in the second-level menu to create a "Fire Shield" skill combination. This cross-level selection greatly increases the possibilities for skill combinations.

[0062] In one specific application, a player faced a group of enemies in a virtual battlefield, triggering and expanding a two-tiered menu. The player first swiped to the "Fireball" option on the first level, but found that a single attack was ineffective against a group of enemies. So, holding onto the menu, the player waited. When the second level menu expanded, the player swiped to the "Extended Range" option on the second level menu and released it. The system recognized the target function option selected as "Extended Range Fireball," a combo skill that can damage multiple enemies simultaneously, making it ideal for the current combat situation.

[0063] In step S140 , the function corresponding to the target function option is executed.

[0064] Specifically, the system executes corresponding functions or skills in the game according to the target function options determined by the player, such as releasing specific skills, using specific props or performing specific game operations, thereby realizing the player's game intentions.

[0065] In an optional embodiment, executing the target function can be to immediately cast a selected skill, such as a character unleashing a magic attack, using a healing ability, or activating a defensive skill. For example, when a player selects "Chain Lightning" as the target function option, the system immediately executes the skill, causing the character to release a bolt of lightning that first strikes the nearest enemy and then automatically jumps to up to four adjacent enemies, dealing damage to the entire group, effectively dealing with multi-target combat scenarios.

[0066] In an optional embodiment, executing the target function may include a change in the character's state or the game environment, such as switching combat stances, changing movement modes, or triggering scene interactions. For example, if a player selects "Invisibility" as the target function option, the system executes the function, and the character enters an invisible state, making it invisible to enemy units. At the same time, the game interface displays visual effects of the invisible state, such as the character becoming translucent and a timer indicating the remaining invisible time.

[0067] like Figure 2As shown, in a specific application of this embodiment, a player runs a role-playing game on their mobile phone screen, controlling a character to explore the game world. When encountering danger, the player long-presses the blank area in the lower right corner of the screen. The system immediately displays a circular first-level menu around the long-press location. The first-level menu includes six magics: Magic 1, Magic 2, Magic 3, Magic 4, Magic 5, and Magic 6.

[0068] When the player keeps pressing the blank area for 2 seconds, an animation of the visual diffusion effect from the touch center outward will be automatically played, such as Figure 3 As shown, the visual diffusion animation radiates outward from the first-level menu, and the radiation duration can be controlled within 2 seconds, providing players with clear visual feedback to smoothly transition to the second-level menu and realize the expansion of the multi-function menu.

[0069] like Figure 4 As shown, at the end of the visual diffusion effect animation, a smooth transition is displayed to display the second-level menu, which contains 8 magic arts: magic 7, magic 8, magic 9, magic 10, magic 11, magic 12, magic 13, and magic 14. After the visual diffusion effect animation ends, the game interface containing the first-level menu and the second-level menu is as follows: Figure 5 As shown, users can access multiple levels of functionality through a single touch interaction. The first-level menu contains spells with high interaction frequency (such as combat spells), while the second-level menu contains spells with low interaction frequency (such as puzzle-solving spells). Furthermore, through the player-customized assembly feature, skills / spells between the first-level and second-level menus can be combined through continuous gestures. For example, players can access the custom assembly interface through the game settings menu, adjusting the position of each function option in the first and second-level menus so that the second designated option in the second-level menu is located outside the first designated option in the first-level menu. Players can then swipe from the center of the touch control toward the first designated option. Since the second designated option is located outside the first designated option, the player can continue swiping without releasing the finger, eventually reaching the second designated option, triggering a combined command composed of the first and second designated options.

[0070] In a game control method provided in one embodiment of the present application, the first trigger operation is a long press operation; the selected operation is a click operation or a sliding operation; the target function option is determined based on the click position of the click operation, or the target function option is determined based on the sliding stop position or the sliding passing position of the sliding operation.

[0071] Through the method provided in this embodiment, in a gaming environment, players can access and select function options in different levels of menus through intuitive touch operations. A long press operation triggers the menu display and continuously controls the menu level, while a click or slide operation realizes function selection. This clearly distinguished operation method reduces the chance of accidental touches and improves operation accuracy. At the same time, the system can accurately identify the user's selection intention, whether determining the target function through the click position or the sliding trajectory, and can provide a smooth and coherent interactive experience, thereby enhancing the operability and function richness of the game, and effectively solving the technical problem of function selection on the touch interface of mobile devices.

[0072] Specifically, the first trigger operation, as an interactive method for launching the menu, is implemented using a long press operation. The player presses a designated area on the graphical user interface for a certain period of time, and the system recognizes this as an intention to trigger the menu display. Based on the duration of the long press operation, the system responds to the operation by displaying the first-level menu or the second-level menu.

[0073] Specifically, after the menu is displayed, the player needs to select the target function through specific operations. This selection operation can be a quick click operation or a sliding operation from the long press position toward the target option. The system determines the user's selection intention based on these operations.

[0074] The selection operation can be a function selection interaction performed by the user on the displayed menu interface. The selection operation generally has the function of determining the user's intention and executing the corresponding function.

[0075] In an alternative embodiment, the click operation can be performed directly on the function option icon displayed in the menu. The user lifts the finger that was long-pressed and then quickly clicks on the target function option. The system determines the selection based on the correspondence between the click location and the function option. For example, after the circular menu is displayed, the player can release the finger that was long-pressed and then directly click the "Fireball" icon in the circular menu. The system will determine the player's selection of the skill after identifying the click location.

[0076] In an optional implementation, a swipe operation can begin at the long-press location (typically the center of the menu) and swipe toward the target function option. When the swipe path passes through or rests on a function option area, the system determines that option as the user's selection. For example, after long-pressing the menu, the player, without releasing their finger, swipes directly from the center toward the "Flash" skill icon. When the swipe reaches the icon, the system confirms the selection and executes the skill.

[0077] In an optional implementation, the swipe operation can also enable cross-level selection. Users can swipe from the first-level menu to the options in the second-level menu, achieving a continuous selection process. The system can track the entire swipe trajectory and determine the final selection. For example, after the player long-presses to trigger the first-level menu, continues to press until the second-level menu appears, and then swipes from the center outward to the "Group Healing" skill in the second-level menu. The system recognizes this complete swipe trajectory and executes the corresponding skill.

[0078] In a specific application, when the player needs to quickly release a skill in a game battle scene, he can long press the skill button to trigger the ring menu, and then slide directly from the center position toward the target skill icon. The system will display the sliding trajectory and the current selection status in real time. When sliding to the target skill, the skill icon will be highlighted. After releasing the finger, the skill will be executed immediately. The entire operation is smooth and coherent, without the need for multiple clicks, which greatly improves the operational efficiency in battle.

[0079] Specifically, the system determines the target function option by analyzing the user's selected operation. If the user uses a click operation, the system captures the click coordinate position and determines the function option corresponding to the position as the target option; if the user uses a sliding operation, the system can determine the target option based on the position where the sliding finally stops or the key position where the sliding passes.

[0080] The target function option determination mechanism can be a technical implementation method for the system to determine the user's intention based on the user's interactive behavior. The target function option determination mechanism usually has the function of accurately capturing the user's selection and converting it into executable instructions for the system.

[0081] In an alternative embodiment, click location determination can utilize a region mapping algorithm. The system divides the menu interface into multiple functional regions, each corresponding to a function option. When a click event is detected, the selection is determined based on the region in which the click coordinates fall. For example, a circular menu may be evenly divided into six sectors, each corresponding to a skill. When the player clicks a sector, the system identifies the skill corresponding to that sector as the target function option.

[0082] In an alternative embodiment, in the method for determining the sliding stop position, the system tracks the entire sliding trajectory of the user from the time the finger is pressed and held to the time the finger is released, and uses the final position where the finger leaves the screen as the determining factor to determine the final selected function option. For example, if the player starts sliding from the center of the menu, passes through multiple function options, and releases the finger at the "Invisibility" option, the system will determine that the player has selected the "Invisibility" function based on this stop position.

[0083] In an optional embodiment, the method for determining the sliding position can realize a "swipe to select" interaction mode. The system not only pays attention to the final stop position, but also records all function options passed during the sliding process, and uses the skill icon passed by the sliding operation as the target function that the player intends to select.

[0084] In a specific application, a mobile fighting game has implemented a precise target function option determination mechanism. When players need to quickly release a combo in an intense battle, they can long-press the skill button to display a circular menu, and then slide smoothly through multiple skill icons. The system will recognize this sliding trajectory and combine the skills that have been slid through into a combo sequence in order for execution. This eliminates the need for players to operate multiple times, greatly improving the smoothness of game operations and the continuity of combat.

[0085] In a game control method provided in one embodiment of the present application, the method further includes: detecting whether there is an operation on the second-level menu within a second time threshold after the second-level menu is displayed; If no operation on the second-level menu is detected within the second time threshold, the second-level menu is canceled.

[0086] The method provided in this embodiment enables the system to automatically manage screen resources, avoid useless menus occupying interface space for a long time, and optimize the user interaction experience.

[0087] Specifically, after displaying the second-level menu, the system will start a timer to record the duration of the second-level menu display, and during this process detect whether the user has any operation behavior on the second-level menu, including but not limited to touching, clicking, sliding and other interactive operations.

[0088] The second time threshold can be a pre-set time period that limits the maximum time the system will wait for user operation. Specifically, the second time threshold refers to the maximum time the system will wait for user operation after displaying the second-level menu. Furthermore, the second time threshold is generally used to determine whether the user intends to continue operating the second-level menu.

[0089] Specifically, the system continuously monitors user interaction behavior. After determining that the second time threshold has been reached and no operation on the second-level menu has been detected during the period, it will execute the menu hiding logic, remove the display of the second-level menu from the graphical user interface, and restore to displaying only the first-level menu, such as Figure 6 As shown; you can also restore to the state of hiding all menus.

[0090] In an optional implementation, canceling the display of the second-level menu can be conditional, with the system intelligently deciding whether to perform the hiding operation based on the current game state. For example, if the player is detected to be in a tense combat state (by analyzing game parameters such as the frequency of character damage and the number of enemies), the system may choose to delay canceling the display operation until the combat intensity decreases, even if the second duration threshold is reached. Conversely, when the character is in a safe area or out of combat, the system may more actively perform menu hiding to maintain a clean interface.

[0091] In an optional implementation, after the second-level menu is removed from display, the system can provide a lightweight visual cue or floating button to let the user know that the secondary menu can still be quickly accessed again. For example, after the second-level menu disappears, the system can display a small flashing effect or miniature icon on the edge of the first-level menu, prompting the user to call up the second-level menu again through the same long-press operation. This design avoids continuous screen space occupation while maintaining discoverability, making it particularly suitable for novice players to learn menu operation mechanisms.

[0092] In a game control method provided in one embodiment of the present application, the first-level menu is a ring-shaped menu, the second-level menu is an outer ring concentric with the first-level menu, and the trigger position of the first trigger operation is the center of the first-level menu and the second-level menu.

[0093] Through the method provided in this embodiment, in touch interaction, through a unified circular visual structure design, players can intuitively understand the menu organization method and reduce cognitive burden; at the same time, the circular concentric design is used to expand the total number of accessible skills, and multi-level function access is completed in a single interaction, thereby improving interaction efficiency and gaming experience.

[0094] The circular menu may be a collection of function options arranged in a circular pattern with the trigger position as the center. The circular menu is typically an interactive interface element that evenly distributes function options around the circumference of the circle with the center of the circle as the reference point.

[0095] In an optional embodiment, the circular menu can be displayed semi-transparently on the interface, so that the player can still see the game scene behind it while operating the menu, avoiding completely blocking the player's vision and maintaining awareness of the battle situation.

[0096] The concentric outer ring may be a ring structure with the center of the first level menu as the center and a radius greater than that of the first level menu. The concentric outer ring refers to a ring area that shares the same center as the first level menu but has a larger radius.

[0097] Secondly, the concentric outer ring usually forms a visual hierarchical relationship with the inner ring, expanding the menu capacity, allowing users to access more functional options without changing the interaction mode.

[0098] In an optional embodiment, the concentric outer ring may adopt a visual design that is clearly distinguishable from the inner ring, such as different color shades, different stroke thicknesses, or different transparencies, so that users can intuitively distinguish different levels of menus.

[0099] The center of the circle can be the geometric center of the circular menu, serving as the starting point for triggering actions and the reference point for menu expansion. The center of the circle is the origin of the circular menu structure and the starting point and reference point for user interaction.

[0100] In an optional embodiment, the center of the circle can be designed as an area with obvious visual identification, such as a special pattern, a highlight effect, or a color different from other parts, so that the user can identify the trigger position.

[0101] In a game control method provided in one embodiment of the present application, the number of multiple first function options in the first-level menu is a first preset number, and the number of multiple second function options in the second-level menu is a second preset number, and the second preset number is greater than the first preset number.

[0102] The method provided in this embodiment optimizes the menu structure design by rationally configuring the number of function options in different levels of menus, meeting players' needs for quick access to commonly used functions in the game while retaining access to more functions. This design not only enhances the interactive experience, allowing players to use commonly used functions more intuitively and efficiently, but also increases the richness of the game and expands the total number of accessible functions. It also addresses the computer field problem of limited space and limited function display on mobile touch interfaces, achieving a balance between rich functionality and ease of operation.

[0103] The first and second preset numbers can be pre-set values ​​for defining the number of function options in a menu. These values ​​can be system-configured or user-defined. Secondly, the first preset number typically ensures that the primary function options are clearly visible and easy to select within a limited space. The second preset number typically maximizes the number of accessible functions without excessively increasing interface complexity.

[0104] In a game control method provided in one embodiment of the present application, a graphical user interface displays at least a portion of a virtual scene, which includes a controlled virtual character; multiple first function options in the first-level menu and multiple second function options in the second-level menu all correspond to the skills of the controlled virtual character.

[0105] The method provided in this embodiment enables players to quickly access various skills of the character through a multi-level menu in the virtual scene of the game, which not only ensures the convenient call of commonly used skills, but also provides more possibilities for skill selection, significantly improving the player's interactive experience and the depth of game strategy, and solving the contradiction between the limited space and functional richness of the skill selection interface in mobile games.

[0106] In a game control method provided in an embodiment of the present application, in response to a selection operation on a function option in a first-level menu and / or a second-level menu, determining a target function option includes: In response to a sliding operation from a first function option in a first-level menu to a second function option in a second-level menu, determining the first function option and the second function option as target function options; Execute the functions corresponding to the target function options, including: Execute a combined skill formed by combining a first skill corresponding to the first function option and a second skill corresponding to the second function option.

[0107] Through the method provided in this embodiment, the game system can realize the combined release of skills. Players can simultaneously select skills from two different levels of menus through a single continuous sliding operation, and combine them into a more powerful combination skill. This not only enriches the tactical depth and skill expression of the game, but also improves the smoothness and consistency of the operation, greatly improves the interactive efficiency and strategy in the game experience, solves the problem of skill combinations requiring multiple clicks in traditional game interfaces, and reduces the operational burden.

[0108] Specifically, in the process of determining the target function option, when the user performs a sliding operation from a function option in the first-level menu to a function option in the second-level menu, the system will detect this cross-level sliding trajectory, and accordingly determine that the function option in the first-level menu through which the sliding trajectory passes is the first function option, and the function option in the second-level menu where the sliding trajectory ends is the second function option, and then these two function options are jointly determined as the target function option.

[0109] Among them, the sliding operation can be a continuous gesture interaction from the first-level menu to the second-level menu. The sliding operation is a method of interaction achieved by the user by continuously pressing and moving the finger on the touch screen. It specifically refers to the process in which the user starts from an option position in the first-level menu and continuously moves to another option position in the second-level menu without releasing the finger after triggering and displaying the first-level menu and the second-level menu. Secondly, the sliding operation usually has the function of indicating the user's intention to combine the functions in two different levels of menus. When the system detects such a cross-level sliding operation, it will be understood that the user wants to activate two function options at the same time and use them in combination.

[0110] In an optional embodiment, the sliding operation can be a radial sliding gesture from the inner ring to the outer ring, that is, the user starts sliding from a function icon in the first-level menu (inner ring) and moves along the radial direction to another function icon in the second-level menu (outer ring).

[0111] In an optional embodiment, the sliding operation can also support multi-directional selection, that is, it is not limited to radial sliding from the inner ring to the outer ring, but can also be sliding from a function option in the inner ring to a function option at any position in the outer ring, or in a specific game design, even supporting the reverse combination of sliding from the outer ring to the inner ring.

[0112] Specifically, after determining that the first function option and the second function option are the target function options, the system will perform a combination operation of the skills corresponding to the two function options, that is, combine the first skill corresponding to the first function option with the second skill corresponding to the second function option to form a new combination skill, and immediately execute the combination skill, so that the controlled virtual character releases the combination skill in the virtual scene to produce a corresponding game effect.

[0113] Combination skills can be created by combining two separate skills using pre-defined skill combination rules. Specifically, a combination skill combines two previously independent skills into a single skill with new features or enhanced effects, based on pre-defined skill combination rules. Furthermore, combination skills often create synergies beyond the simple summation of individual skills, providing a richer range of strategic options and operational possibilities.

[0114] In a game control method provided in an embodiment of the present application, the first function option is a function option whose usage frequency is higher than a first frequency threshold, and the second function option is a function option whose usage frequency is lower than the first frequency threshold.

[0115] Through the method provided in this embodiment, the game interaction interface can be intelligently layered according to the frequency of function use, placing frequently used functions in the first-level menu for quick access, and placing less frequently used functions in the second-level menu as extended options. This not only meets the user's needs for quick access to high-frequency functions without sacrificing the integrity and richness of the functions, but also improves the convenience of the interactive experience and the richness of the game, and at the same time solves the computer interaction problem of the limited function capacity of the traditional single-layer menu.

[0116] In a game control method provided in one embodiment of the present application, the method further includes: Obtain at least one of the following adjustment factors: a triggering frequency of each function option in the first-level menu and the second-level menu, and a type of the currently displayed virtual scene; According to the acquired adjustment factors, a plurality of first-level function options in the first-level menu and / or a plurality of second-level function options in the second-level menu are dynamically adjusted.

[0117] The method provided in this embodiment enables the system to adaptively optimize menu content based on user behavior, prioritizing frequently used options in more accessible locations and intelligently adjusting the distribution of relevant options based on different scenario types, significantly improving user interaction efficiency and game operation fluency. This dynamic adjustment mechanism not only enhances the interactive experience, allowing players to find the required functions more quickly and accurately; it also enhances game richness, allowing the menu system to adapt to the changing needs of different game scenarios. It also solves the problem of low operational efficiency caused by static menu content in the computer field, achieving adaptive optimization of interface interaction through intelligent analysis of user behavior.

[0118] Specifically, the system obtains key indicators that can be used to optimize the menu structure through data collection and analysis, including statistics on the frequency of use of function options and information on the type of game scene the current player is in, as a basis for decision-making on dynamically adjusting the menu content.

[0119] Adjustment factors are quantifiable metrics collected by the system based on historical user interaction data and the current game state. Adjustment factors are key parameters used to determine the organization and arrangement of menu content. They typically reflect user preferences and game context, guiding the system in optimizing menu structure to enhance the user experience.

[0120] In an optional implementation, the trigger frequency in the adjustment factor can be calculated based on a time window. The system records the number of times a user triggers each function option within a specific time period (such as the last 24 hours, the last 7 days, or since the start of the game) and uses this to calculate the relative frequency of use. For example, the system can count the number of times a player uses each skill in the last 50 battles, identify skills used more than 20 times as high-frequency skills, and prioritize them in the first-level menu.

[0121] In an optional embodiment, the virtual scene types in the adjustment factors can include combat scenes, exploration scenes, social scenes, and special event scenes. The system automatically determines the scene type by identifying the current game state. For example, when the system detects that the player has entered a boss battle area, combat skills will be automatically adjusted to the first-level menu and auxiliary skills will be placed in the second-level menu, allowing the player to quickly access key combat skills.

[0122] In an optional implementation, the system can also incorporate player character attributes as additional adjustment factors to optimize menu content for different classes or character traits. For example, for a mage character, the system might prioritize spell attack skills in the first-level menu, while placing defense or support skills in the second-level menu. For a tank character, defense and taunt skills might be prioritized.

[0123] Specifically, based on the obtained adjustment factors, the system reorders, replaces or reorganizes the function options in the menu, so that the menu structure is more in line with the current user needs and game scene characteristics, thereby improving user operation efficiency.

[0124] Dynamic adjustment refers to the process of automatically optimizing menu content based on real-time analysis. Dynamic adjustment is an adaptive interface mechanism that responds to changes in user behavior and the gaming environment in real time. It typically optimizes user interaction paths and improves interaction efficiency, ensuring the menu structure is always optimal to meet current user needs.

[0125] In a game control method provided in an embodiment of the present application, displaying a second-level menu on the graphical user interface includes: displaying a second annular menu expanding outward from the first annular menu through a visual diffusion effect.

[0126] The method provided in this embodiment enables players to perceive changes in menu levels through clear visual feedback, enhancing the consistency and intuitiveness of the interactive experience, while providing richer function access methods and improving the flexibility and diversity of game operations.

[0127] Specifically, after the user continuously triggers the display operation of the first-level menu (i.e., the first trigger operation) for more than a preset first time threshold, the system automatically starts the visual diffusion effect, gradually expanding and displaying the second-level menu from the first-level menu, forming a multi-level menu interface with a concentric circle structure.

[0128] The visual diffusion effect can be a dynamic graphic effect that radiates outward from the first-level menu. The visual diffusion effect is a special interface transition animation that intuitively displays the process of increasing menu levels through a gradual expansion from the center outward.

[0129] Secondly, visual diffusion effects often provide clear visual feedback. In game control methods, visual diffusion effects can provide users with clear level transition cues, helping them understand changes in interface states and enhancing the coherence of the interactive experience.

[0130] In an optional embodiment, the visual diffusion effect can be displayed as a ripple-like diffusion animation, radiating outward from the trigger point of the first trigger action (usually the center of the menu circle), driving the display of the second-level menu. For example, in a MOBA game, when the player presses and holds the skill button in the lower right corner for 2 seconds, the system will generate 3-5 circles of gradually expanding ripple animation starting from the press point. When the ripple reaches the predetermined position, the second-level menu fully expands along the trajectory of the outermost ripple, allowing the player to intuitively understand the connection between the new menu and the trigger point.

[0131] In one specific application, the system controls the duration of the visual diffusion effect to no more than two seconds, ensuring that the expansion process is clearly perceived by the user without excessively delaying the operation response time. The diffusion animation starts from a central point and expands outward in concentric circles, forming a clear visual guide and allowing the second-level menu to "grow" naturally. Furthermore, the diffusion process is accompanied by subtle vibration feedback, providing additional sensory confirmation for touch operations.

[0132] Based on the above method embodiment, the present disclosure also provides a game control device, which provides a graphical user interface through a terminal, see Figure 7 , the device includes the following modules: The first display module 701 is configured to respond to a first trigger operation on the graphical user interface and display a first-level menu on the graphical user interface, where the first-level menu includes a plurality of first function options; The second display module 702 is configured to display a second-level menu on the graphical user interface in response to the duration of the first trigger operation exceeding a first duration threshold, while the first trigger operation continues, in addition to displaying the first-level menu, the second-level menu including a plurality of second function options; A determination module 703 is configured to determine a target function option in response to a selection operation on a function option in the first-level menu and / or the second-level menu; The execution module 704 is configured to execute the function corresponding to the target function option.

[0133] The above-described device, in response to a first trigger operation on a graphical user interface, displays a first-level menu on the graphical user interface, the first-level menu including multiple first function options. While the first trigger operation continues, in response to the duration of the first trigger operation exceeding a first duration threshold, the device displays a second-level menu on the graphical user interface, in addition to displaying the first-level menu, the second-level menu including multiple second function options. In response to a selection operation on a function option in the first-level menu and / or the second-level menu, the device determines a target function option and executes the function corresponding to the target function option. The device provided by this embodiment enables access to multiple levels of menus and function selection within a single interactive process, enhancing the user's interactive experience and allowing players to access multiple levels of functions without interrupting the game flow.

[0134] The game control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for parts not mentioned in the embodiment of the interactive device in the game, reference may be made to the corresponding content in the aforementioned game control method embodiment.

[0135] The term "and / or" herein simply describes an association relationship between associated objects, indicating that three relationships can exist. For example, "A and / or B" can represent the existence of three situations: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" herein refers to any combination of at least two of any one or more of a plurality of items. For example, "at least one of A, B, and C" can represent any one or more elements selected from the set consisting of A, B, and C.

[0136] The present disclosure also provides an electronic device, such as Figure 8 FIG. 1 is a schematic diagram of the structure of the electronic device, wherein the electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following game control method steps: In response to a first trigger operation on the graphical user interface, a first-level menu is displayed on the graphical user interface, where the first-level menu includes a plurality of first function options; When the first trigger operation continues, in response to the duration of the first trigger operation exceeding the first duration threshold, displaying a second-level menu on the graphical user interface in addition to the first-level menu, the second-level menu including a plurality of second function options; In response to a selection operation on a function option in the first-level menu and / or the second-level menu, determining a target function option; Execute the function corresponding to the target function option.

[0137] Optionally, the first trigger operation is a long press operation; the selected operation is a click operation or a slide operation; The target function option is determined according to the click position of the click operation, or the target function option is determined according to the slide stop position or the slide passing position of the slide operation.

[0138] Optionally, the method further comprises: detecting whether there is an operation on the second-level menu within a second time threshold after the second-level menu is displayed; If no operation on the second-level menu is detected within the second time threshold, the second-level menu is canceled.

[0139] Optionally, the first-level menu is a circular menu, the second-level menu is an outer ring concentric with the first-level menu, and the trigger position of the first trigger operation is the center of the first-level menu and the second-level menu.

[0140] Optionally, the number of the multiple first function options in the first-level menu is a first preset number, the number of the multiple second function options in the second-level menu is a second preset number, and the second preset number is greater than the first preset number.

[0141] Optionally, the graphical user interface displays at least a portion of a virtual scene, which includes a controlled virtual character; the multiple first function options in the first-level menu and the multiple second function options in the second-level menu all correspond to skills of the controlled virtual character.

[0142] Optionally, in response to a selection operation on a function option in the first-level menu and / or the second-level menu, determining a target function option includes: In response to a sliding operation from a first function option in a first-level menu to a second function option in a second-level menu, determining the first function option and the second function option as target function options; Execute the functions corresponding to the target function options, including: Execute a combined skill formed by combining a first skill corresponding to the first function option and a second skill corresponding to the second function option.

[0143] Optionally, the first function option is a function option whose usage frequency is higher than a first frequency threshold, and the second function option is a function option whose usage frequency is lower than the first frequency threshold.

[0144] Optionally, the method further comprises: Obtain at least one of the following adjustment factors: a triggering frequency of each function option in the first-level menu and the second-level menu, and a type of the currently displayed virtual scene; According to the acquired adjustment factors, a plurality of first-level function options in the first-level menu and / or a plurality of second-level function options in the second-level menu are dynamically adjusted.

[0145] Optionally, displaying the second-level menu on the graphical user interface includes: Through the visual diffusion effect, the second ring menu is expanded outward from the first ring menu.

[0146] exist Figure 8 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113 , wherein the processor 111 , the communication interface 113 and the memory 110 are connected via the bus 112 .

[0147] Among them, the memory 110 may include high-speed random access memory (RAM), and may also include non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0148] The processor 111 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 111 or software instructions. The above-mentioned processor 111 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium mature in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, etc. The storage medium is located in the memory, and the processor 111 reads the information in the memory and completes the steps of the game control method of the aforementioned embodiment in combination with its hardware.

[0149] The present disclosure also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement a game control method, the method specifically comprising: In response to a first trigger operation on the graphical user interface, a first-level menu is displayed on the graphical user interface, where the first-level menu includes a plurality of first function options; When the first trigger operation continues, in response to the duration of the first trigger operation exceeding the first duration threshold, displaying a second-level menu on the graphical user interface in addition to the first-level menu, the second-level menu including a plurality of second function options; In response to a selection operation on a function option in the first-level menu and / or the second-level menu, determining a target function option; Execute the function corresponding to the target function option.

[0150] Optionally, the first trigger operation is a long press operation; the selected operation is a click operation or a slide operation; The target function option is determined according to the click position of the click operation, or the target function option is determined according to the slide stop position or the slide passing position of the slide operation.

[0151] Optionally, the method further comprises: detecting whether there is an operation on the second-level menu within a second time threshold after the second-level menu is displayed; If no operation on the second-level menu is detected within the second time threshold, the second-level menu is canceled.

[0152] Optionally, the first-level menu is a circular menu, the second-level menu is an outer ring concentric with the first-level menu, and the trigger position of the first trigger operation is the center of the first-level menu and the second-level menu.

[0153] Optionally, the number of the multiple first function options in the first-level menu is a first preset number, the number of the multiple second function options in the second-level menu is a second preset number, and the second preset number is greater than the first preset number.

[0154] Optionally, the graphical user interface displays at least a portion of a virtual scene, which includes a controlled virtual character; the multiple first function options in the first-level menu and the multiple second function options in the second-level menu all correspond to skills of the controlled virtual character.

[0155] Optionally, in response to a selection operation on a function option in the first-level menu and / or the second-level menu, determining a target function option includes: In response to a sliding operation from a first function option in a first-level menu to a second function option in a second-level menu, determining the first function option and the second function option as target function options; Execute the functions corresponding to the target function options, including: Execute a combined skill formed by combining a first skill corresponding to the first function option and a second skill corresponding to the second function option.

[0156] Optionally, the first function option is a function option whose usage frequency is higher than a first frequency threshold, and the second function option is a function option whose usage frequency is lower than the first frequency threshold.

[0157] Optionally, the method further comprises: Obtain at least one of the following adjustment factors: a triggering frequency of each function option in the first-level menu and the second-level menu, and a type of the currently displayed virtual scene; According to the acquired adjustment factors, a plurality of first-level function options in the first-level menu and / or a plurality of second-level function options in the second-level menu are dynamically adjusted.

[0158] Optionally, displaying the second-level menu on the graphical user interface includes: Through the visual diffusion effect, the second ring menu is expanded outward from the first ring menu.

[0159] The game control method, device, and computer program product of the electronic device provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.

[0160] Unless otherwise specifically stated, the relative steps, numerical expressions and numerical values ​​of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.

[0161] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program code, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0162] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0163] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.

Claims

1. A method for controlling a game, characterized in that: Providing a graphical user interface via a terminal, the method comprising: In response to a first trigger operation on the graphical user interface, displaying a first-level menu on the graphical user interface, wherein the first-level menu includes a plurality of first function options; When the first trigger operation continues, in response to the duration of the first trigger operation exceeding a first duration threshold, displaying a second-level menu on the graphical user interface in addition to displaying the first-level menu, wherein the second-level menu includes a plurality of second function options; In response to a selection operation on a function option in the first-level menu and / or the second-level menu, determining a target function option; Execute the function corresponding to the target function option.

2. The method according to claim 1, characterized in that The first trigger operation is a long press operation; the selection operation is a click operation or a slide operation; The target function option is determined according to the click position of the click operation, or the target function option is determined according to the slide stop position or the slide passing position of the slide operation.

3. The method according to claim 1, characterized in that The method further comprises: detecting whether there is an operation on the second-level menu within a second time threshold after the second-level menu is displayed; If no operation on the second-level menu is detected within the second time threshold, the second-level menu is canceled.

4. The method according to claim 1, wherein The first level menu is a circular menu, the second level menu is an outer ring concentric with the first level menu, and the trigger position of the first trigger operation is the center of the first level menu and the second level menu.

5. The method according to claim 1, wherein The number of the multiple first function options in the first-level menu is a first preset number, and the number of the multiple second function options in the second-level menu is a second preset number, which is greater than the first preset number.

6. The method according to claim 1, characterized in that The graphical user interface displays at least a portion of a virtual scene, wherein the virtual scene includes a controlled virtual character; The multiple first function options in the first-level menu and the multiple second function options in the second-level menu all correspond to the skills of the controlled virtual character.

7. The method according to claim 6, characterized in that The determining of a target function option in response to a selection operation on a function option in the first-level menu and / or the second-level menu includes: In response to a sliding operation from a first function option in the first hierarchical menu to a second function option in the second hierarchical menu, determining the first function option and the second function option as target function options; The executing of the function corresponding to the target function option includes: Execute a combined skill formed by combining a first skill corresponding to the first function option and a second skill corresponding to the second function option.

8. The method according to claim 1, characterized in that The first function option is a function option whose usage frequency is higher than a first frequency threshold, and the second function option is a function option whose usage frequency is lower than the first frequency threshold.

9. The method according to claim 1, characterized in that The method further comprises: Obtaining at least one of the following adjustment factors: a triggering frequency of each function option in the first-level menu and the second-level menu, and a type of a currently displayed virtual scene; The plurality of first-level function options in the first-level menu and / or the plurality of second-level function options in the second-level menu are dynamically adjusted according to the acquired adjustment factor.

10. The method according to claim 1, characterized in that Displaying the second level menu on the graphical user interface includes: The second annular menu is displayed by expanding outward from the first annular menu through a visual diffusion effect.

11. A game control device, characterized in that: Providing a graphical user interface via a terminal, the apparatus comprises: a first display module, configured to respond to a first trigger operation on the graphical user interface and display a first-level menu on the graphical user interface, wherein the first-level menu includes a plurality of first function options; a second display module configured to display, while the first trigger operation continues and in response to the duration of the first trigger operation exceeding a first duration threshold, a second-level menu on the graphical user interface in addition to displaying the first-level menu, the second-level menu including a plurality of second function options; A determination module, configured to determine a target function option in response to a selection operation on a function option in the first-level menu and / or the second-level menu; An execution module is used to execute the function corresponding to the target function option.

12. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 10.