A control method, device and equipment in a game and a storage medium

CN122912464APending Publication Date: 2026-10-16GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Application Number
CN202510420958.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-03
Publication Date
2026-10-16

AI Technical Summary

Technical Problem

[0003]但是,在上述控制方式中,由于三维游戏场景中的虚拟角色会实时响应玩家在三维游戏场景中触发的每个控制操作,因此使得玩家无法提前制定涉及到多个虚拟角色复杂移动的完整战术方案,也无法预估或者观看到完整战术方案的整体战术执行效果,从而导致游戏中战术制定与战术调整的灵活性较差

Benefits of technology

[0019]This application provides a control method, device, equipment, and storage medium for games. It displays a game scene on a graphical user interface (GUI), and in response to a target operation targeting a target camp, displays a target panel on the GUI. In response to a deployment operation targeting multiple graphic markers on the target panel, it updates the formation positions of the multiple graphic markers on the target panel and determines target tactics for multiple virtual characters based on the updated formation positions. It then controls the multiple virtual characters to execute the target tactics. Thus, without involving switching between three-dimensional game scenes, this application allows players to directly access and display a target panel for formulating complete tactical plans within the current game scene. This enables the formulation and execution of overall tactical plans in stages within the game, facilitating players' observation of the overall execution effect and improving the flexibility of tactical formulation and adjustment in the game.

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Abstract

The application provides a control method, device and equipment in a game and a storage medium. The control method comprises: in response to a target operation on a target camp in a game scene, displaying a target panel on a graphical user interface; in response to a position deployment operation on a plurality of graphical marks on the target panel, updating the formation positions of the plurality of graphical marks on the target panel, and determining a target strategy arranged for a plurality of virtual characters according to the updated formation positions of the plurality of graphical marks; and controlling the plurality of virtual characters to execute the target strategy. In this way, without involving three-dimensional game scene switching, the player can directly call out a target panel for formulating a complete strategy in the current game scene, so that the formulation and execution of the overall strategy can be completed in stages in the game, the player can easily watch the overall execution effect of the strategy, and the flexibility of strategy formulation and strategy adjustment in the game is improved.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a control method, device, equipment, and storage medium for games. Background Technology

[0002] In existing games, players typically interact directly with the 3D game environment through control operations. This allows virtual characters within the 3D game environment to respond instantly to these control operations and execute corresponding tactical commands. For example, if a player wants to move a virtual character from a forward position to a flank position, they can select the virtual character and click on the corresponding location in the 3D game environment. This allows the selected virtual character to automatically move to the clicked location, effectively adjusting the virtual character's specific role within the tactical context.

[0003] However, in the above control methods, since the virtual characters in the three-dimensional game scene respond to every control operation triggered by the player in the three-dimensional game scene in real time, the player cannot formulate a complete tactical plan involving the complex movement of multiple virtual characters in advance, nor can the player predict or see the overall tactical execution effect of the complete tactical plan, resulting in poor flexibility in tactical formulation and adjustment in the game. Summary of the Invention

[0004] In view of this, this application provides a control method, device, equipment, and storage medium for games, which allows players to directly call up and display a target panel for formulating complete tactical plans in the current game scene without involving the switching of three-dimensional game scenes. This allows the formulation and execution of the overall tactical plan to be completed in stages in the game, making it easier for players to see the overall execution effect of the tactical plan and improving the flexibility of tactical formulation and adjustment in the game.

[0005] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings.

[0006] In a first aspect, embodiments of this application provide a control method for a game, the control method comprising:

[0007] The game scene is displayed on a graphical user interface; wherein the game scene includes a target camp;

[0008] In response to a target operation targeting the target camp, a target panel is displayed on a graphical user interface; wherein the target panel includes multiple graphic icons and multiple formation positions, the multiple graphic icons include at least one indicator icon corresponding to multiple virtual characters of the target camp, and each formation position has a corresponding tactic;

[0009] In response to the deployment operation for the multiple graphic icons on the target panel, the formation positions of the multiple graphic icons on the target panel are updated, and the target tactics arranged for the multiple virtual characters are determined based on the updated formation positions of the multiple graphic icons.

[0010] Control the multiple virtual characters to execute the target tactics.

[0011] Secondly, embodiments of this application provide a control device for a game, the control device comprising:

[0012] A scene display module is used to display a game scene on a graphical user interface; wherein, the game scene includes a target camp;

[0013] A panel display module is used to display a target panel on a graphical user interface in response to a target operation targeting the target camp; wherein the target panel includes multiple graphic icons and multiple formation positions, the multiple graphic icons include at least one indicator icon corresponding to multiple virtual characters of the target camp, and each formation position has a corresponding tactic;

[0014] The tactical adjustment module is used to update the formation positions of the multiple graphic icons on the target panel in response to the position deployment operation of the multiple graphic icons on the target panel, and to determine the target tactics arranged for the multiple virtual characters based on the updated formation positions of the multiple graphic icons.

[0015] The tactical execution module is used to control the multiple virtual characters to execute the target tactics.

[0016] Thirdly, embodiments of this application provide a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the steps of the control method in the game described above.

[0017] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the control method described above in the game.

[0018] The technical solutions provided by the embodiments of this application may include the following beneficial effects:

[0019] This application provides a control method, device, equipment, and storage medium for games. It displays a game scene on a graphical user interface (GUI), and in response to a target operation targeting a target camp, displays a target panel on the GUI. In response to a deployment operation targeting multiple graphic markers on the target panel, it updates the formation positions of the multiple graphic markers on the target panel and determines target tactics for multiple virtual characters based on the updated formation positions. It then controls the multiple virtual characters to execute the target tactics. Thus, without involving switching between three-dimensional game scenes, this application allows players to directly access and display a target panel for formulating complete tactical plans within the current game scene. This enables the formulation and execution of overall tactical plans in stages within the game, facilitating players' observation of the overall execution effect and improving the flexibility of tactical formulation and adjustment in the game. Attached Figure Description

[0020] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0021] Figure 1 A flowchart illustrating a game control method provided in an embodiment of this application is shown;

[0022] Figure 2a This illustration shows a schematic diagram of displaying indicator icons and lineup positions on a target panel according to an embodiment of this application;

[0023] Figure 2b This illustration shows another schematic diagram of displaying indicator icons and lineup positions on a target panel according to an embodiment of this application;

[0024] Figure 3 A schematic diagram of a target panel provided in an embodiment of this application is shown;

[0025] Figure 4a This illustration shows a schematic diagram of displaying a skill identifier in a second display area according to an embodiment of this application;

[0026] Figure 4b This illustration shows a schematic diagram of switching between different skill icons in a second display area, according to an embodiment of this application.

[0027] Figure 5 This illustration shows an interactive diagram of adjusting the initial formation layout according to an embodiment of this application;

[0028] Figure 6 This illustration shows an interactive diagram of selecting a second indicator icon for a target, provided in an embodiment of this application.

[0029] Figure 7a This illustration shows an interactive diagram of selecting the location where a character's skill is cast, provided in an embodiment of this application.

[0030] Figure 7b This illustration shows an interactive diagram of determining the effective skill scope corresponding to a target character's skill, provided in an embodiment of this application.

[0031] Figure 7c This illustration shows another interactive diagram of selecting the location for casting a character skill, provided in an embodiment of this application.

[0032] Figure 8 This invention provides a schematic diagram of the structure of a game control device according to an embodiment of the present application.

[0033] Figure 9 This is a schematic diagram of the structure of an electronic device 900 provided in an embodiment of this application. Detailed Implementation

[0034] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0035] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0036] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0037] In existing games, players typically interact with the 3D game environment through direct control actions, enabling virtual characters within the environment to respond instantly and execute corresponding tactical commands. However, because these virtual characters respond to every control action triggered by the player in real-time, players cannot pre-plan complex tactical strategies involving multiple virtual characters or anticipate or observe the overall effectiveness of these strategies. This results in limited flexibility in tactical planning and adjustments within the game.

[0038] Based on this, embodiments of this application provide a control method, device, equipment, and storage medium for games. Without involving the switching of three-dimensional game scenes, players can directly call up and display a target panel for formulating complete tactical plans in the current game scene. This allows the formulation and execution of the overall tactical plan to be completed in stages during the game, making it easier for players to view the overall execution effect of the tactical plan and improving the flexibility of tactical formulation and adjustment in the game.

[0039] In one embodiment of this application, a game control method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game control method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices (i.e., terminal devices).

[0040] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game control methods are completed on the cloud gaming server. The client device's role is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, 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 commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0041] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0042] To facilitate understanding of the embodiments of this application, a detailed description of a game control method, device, equipment, and storage medium provided in the embodiments of this application is provided below.

[0043] Reference Figure 1 As shown, Figure 1 The diagram illustrates a flowchart of a game control method according to an embodiment of this application, wherein the control method includes steps S101-S104; specifically:

[0044] S101 displays the game scene on the graphical user interface.

[0045] S102, in response to a target operation targeting the target camp, a target panel is displayed on the graphical user interface.

[0046] S103, in response to the position deployment operation of the plurality of graphic identifiers on the target panel, update the formation position of the plurality of graphic identifiers on the target panel, and determine the target tactics arranged for the plurality of virtual characters based on the updated formation position of the plurality of graphic identifiers.

[0047] S104, control the multiple virtual characters to execute the target tactics.

[0048] The control method in the game provided in this application displays a game scene on a graphical user interface. In response to a target operation on a target camp, a target panel is displayed on the graphical user interface. In response to a deployment operation on the target panel targeting multiple graphic markers, the formation positions of the multiple graphic markers on the target panel are updated. Based on the updated formation positions of the multiple graphic markers, target tactics are determined for multiple virtual characters. The method then controls the multiple virtual characters to execute the target tactics. Thus, without involving switching between three-dimensional game scenes, this application allows players to directly access and display a target panel for formulating complete tactical plans within the current game scene. This enables the formulation and execution of overall tactical plans in stages within the game, facilitating players' observation of the overall execution effect of the tactical plans and improving the flexibility of tactical formulation and adjustment in the game.

[0049] The following is an exemplary description of each step in the control method for the game provided in the embodiments of this application:

[0050] S101 displays the game scene on the graphical user interface.

[0051] Here, on the player's side, the game's graphical user interface can be displayed through a terminal device, and the game scene of the game can be displayed on the graphical user interface. The game scene may include at least one target camp, and multiple virtual characters that can be commanded by the player are stationed at the target camp. The player can formulate tactics for the above-mentioned virtual characters in the game and control the above-mentioned virtual characters to execute the formulated tactics in the game scene, so as to prevent the target camp from being conquered by enemy virtual characters (i.e., virtual characters from other factions that are different from the player's faction).

[0052] It should be noted that the aforementioned virtual characters stationed at the target camp may belong to multiple different character types, including but not limited to: strategist type, general type, soldier type, etc. This application embodiment does not limit the specific number of the aforementioned virtual characters or their specific character types.

[0053] S102, in response to a target operation targeting the target camp, a target panel is displayed on the graphical user interface.

[0054] Here, unlike existing games where players can only control virtual characters in the game scene to respond instantly to the control operations directly applied to the three-dimensional game scene and execute tactical commands matching the control operations (equivalent to virtual characters in the game scene responding to the player's tactical commands in real time), in this embodiment, the formulation and execution of tactical plans can be separated into two independent stages. This allows players to directly access and display a target panel for formulating complete tactical plans in the current game scene during the tactical plan formulation stage by applying the target operation to the target camp. (That is, the target panel is a two-dimensional operation panel directly displayed on the current graphical user interface. The display of the target panel does not involve switching the game perspective, and therefore will not cause scene switching in the game scene displayed on the current graphical user interface.) This allows players to formulate and arrange overall tactical plans involving complex movement and positioning for multiple virtual characters stationed at the target camp through the target panel. In the subsequent tactical plan execution stage, players can control the multiple virtual characters to execute the overall tactical plan, making it easier for players to observe the overall execution effect of the tactical plan and improving the flexibility of tactical formulation and adjustment in the game.

[0055] It should be noted that the aforementioned target operation can be a specific operation triggered at any location within the target camp (e.g., a finger click, double-click, long-press, mouse click, or double-click operation for the target camp), or an operation triggered at a specific location within the target camp (e.g., a finger click, double-click, long-press, mouse click, or double-click operation for a specific virtual building within the target camp). This application does not limit the specific operation type to which the aforementioned target operation belongs.

[0056] Specifically, during the tactical planning phase, the terminal device responds to the player's target operation triggered by the target camp and can display a target panel on the graphical user interface containing multiple graphic icons and multiple formation positions (i.e., the target panel includes multiple graphic icons and multiple formation positions); wherein, the multiple graphic icons include at least the indicator icons corresponding to multiple virtual characters in the target camp, and the multiple formation positions correspond to multiple role positions in the formation layout (including but not limited to: vanguard, flank, center, defender, strategist, adjutant, logistics, standby troops, etc.).

[0057] It should be noted that, referring to the relevant description of virtual characters in step S101 above, the multiple virtual characters stationed at the target camp can belong to multiple different character types. In the formation layout, the roles that virtual characters of different character types can play are also different (for example, a general-type virtual character can act as a vanguard or a defender, but generally cannot act as a strategist; similarly, a strategist-type virtual character can act as a strategist or a military advisor, but generally cannot act as a vanguard). Therefore, the indicator icons indicated by virtual characters of different character types can be displayed in different formation positions on the target panel.

[0058] Specifically, for the multiple indicator icons displayed on the target panel (i.e., the indicator icons corresponding to the aforementioned multiple virtual characters respectively), the initial display time is the moment when the terminal device displays the target panel on the graphical user interface in response to the aforementioned target operation. Then, the formation position corresponding to each indicator icon at the initial display time (i.e., the moment when the terminal device displays the target panel on the graphical user interface in response to the aforementioned target operation) can be determined based on the role positioning of the virtual character indicated by the indicator icon in the initial formation layout; wherein, the initial formation layout refers to the formation layout of the aforementioned multiple virtual characters at the target camp at the aforementioned initial display time.

[0059] An exemplary description, Figure 2a This illustration shows a schematic diagram of displaying indicator icons and lineup positions on a target panel according to an embodiment of this application, such as... Figure 2a As shown, a game scene is displayed on the graphical user interface 200 of the terminal device, including a target camp 201. In response to the player's target operation on the target camp 201, the terminal device displays a target panel 202 on the graphical user interface 200. Taking the virtual characters of the target camp 201 as an example: virtual character p1 belonging to the defender role in the initial formation layout, virtual character p2 belonging to the flank role, and virtual character p3 belonging to the vanguard role (virtual characters can be hidden within the target camp 201, therefore multiple virtual characters of the target camp 201 are not currently displayed in the game scene), the target panel 202 displays indicator icons 220 corresponding to the aforementioned virtual characters p1, p2, and p3, as well as multiple formation positions 210. Each formation position corresponds to a role in the formation layout (e.g., ...). Figure 2a As shown, different roles in different formations can include: vanguard, flank, center, defender, strategist, adjutant, logistics, and standby troops. Figure 2aAs shown, the formation position 210 of each indicator icon 220 at the initial display time (i.e., the time when the terminal device displays the target panel 202 on the graphical user interface 200 in response to the above target operation) is consistent with the above initial formation layout of the multiple virtual characters (i.e., the above virtual characters p1, p2, p3).

[0060] Here, based on the formation layout, virtual characters that are expected to be dispatched to defend the target camp are collectively referred to as the "deployment lineup," and virtual characters that are expected to remain in the target camp are collectively referred to as the "staying lineup." Therefore, as an optional embodiment, for virtual characters that belong to the deployment lineup in the above initial formation layout, the virtual characters can be displayed outside the target camp, while the virtual characters that belong to the staying lineup in the above initial formation layout can be displayed inside the target camp.

[0061] It should be noted that each character in the above-mentioned formation can correspond to a specific location outside the target camp (for example, the vanguard position corresponds to the main gate outside the target camp, the flank position corresponds to the left and right flanks outside the target camp, etc.). Therefore, for the virtual character that belongs to the formation in the above-mentioned initial formation layout, the specific display position of the virtual character outside the target camp can be determined according to the role position of the virtual character in the initial formation layout.

[0062] Here, as another optional embodiment, such as Figure 2a As shown, the aforementioned virtual characters can also be hidden and displayed together within the target camp. In the subsequent tactical execution phase, the virtual characters located in the defending formation within the target tactic can be dispatched to a scene location outside the target camp that matches the specific role position of the virtual character, according to the specific role position of the virtual character. The virtual characters located in the defending formation within the target tactic can then continue to be hidden and displayed within the target camp content. This application embodiment does not limit the specific display method of the aforementioned multiple virtual characters at the target camp.

[0063] Specifically, regarding the multiple formation positions displayed on the target panel, considering that each formation position can correspond to a role in the formation layout, and each role can correspond to one or more specific tactics matching that role (for example, a virtual character with a vanguard role can perform tactics such as assault, continuous battle, and challenge, while a virtual character with a defender role can perform tactics such as expulsion and guerrilla warfare), therefore, in this embodiment, each formation position has corresponding tactics, including those that can be like... Figure 2aSimilar to the target panel 202 shown, in addition to displaying the character positioning corresponding to each lineup position only (which is equivalent to not displaying the tactics corresponding to the lineup position in the lineup position), as another optional embodiment, the corresponding tactics (i.e., the tactics that match the character positioning corresponding to the lineup position) can also be displayed in each lineup position.

[0064] An exemplary description, Figure 2b This illustration shows another diagram of displaying indicator icons and lineup positions on a target panel, as provided in an embodiment of this application. Figure 2b As shown, taking the virtual characters of target camp 201 as an example, they include: virtual character p1 who is a defender in the initial formation layout, virtual character p2 who is a flank defender, and virtual character p3 who is a vanguard defender. Figure 2b The target panel 202 displayed in the middle and Figure 2a The target panel 202 displayed is similar (both display indicator icons 220 corresponding to the aforementioned virtual characters p1, p2, and p3, as well as multiple formation positions 210, and the formation position 210 corresponding to each indicator icon 220 at the initial display time is consistent with the initial formation layout corresponding to the multiple virtual characters), wherein, with Figure 2a The target panel 202 displayed in the middle is different from that in the middle, such as Figure 2b As shown, the corresponding tactics can also be displayed for each formation position 210 (i.e., the tactics that match the role positioning corresponding to that formation position, for example, the tactic matched by the vanguard is tactic a, the tactic matched by the flank is tactic b, the tactic matched by the center is tactic c, the tactic matched by the defender is tactic d, the tactic matched by the strategist is tactic e, the tactic matched by the assistant is tactic f, the tactic matched by the logistics is tactic g, and the tactic matched by the standby troops does not have a specific tactic matched by them, so it can be left undisplayed).

[0065] It should be noted that the lineup position displays the tactics that match the role position corresponding to that lineup position. The specific tactics matched for each role position can be preset by the game system or set by the player. This application embodiment does not limit the specific tactics matched for each role position.

[0066] S103, in response to the position deployment operation of the plurality of graphic icons on the target panel, update the formation position of the plurality of graphic icons on the target panel, and determine the target tactics arranged for the plurality of virtual characters based on the updated formation position of the plurality of graphic icons.

[0067] Here, referring to the relevant description in step S102 above, it can be seen that in this embodiment, virtual characters of different character types (i.e., with different character attributes) can play different roles in the formation layout, and the tactics matched with different types of character roles are also different. Therefore, it can be determined that virtual characters with different character attributes are suitable for executing different specific tactics (for example, when formulating target tactics, it is suitable to arrange virtual characters with general attributes into the formation that goes to the target camp to resist the attack of enemy virtual characters, and it is suitable to arrange virtual characters with strategist attributes into the formation that stays in the target camp, etc.). As an optional embodiment, in the game, a specific character skill can also be configured for the first virtual character with the target character attribute. The character skill is used to instruct our virtual characters (i.e., the above-mentioned multiple virtual characters stationed at the target camp) to execute a specific tactic that matches the character skill in the subsequent tactical execution phase (the specific tactical content of the specific tactic can be the release of the character skill).

[0068] It should be noted that the aforementioned first virtual character can be a strategist-type virtual character (i.e., a virtual character with strategist attributes) or a commander-type virtual character (i.e., a virtual character with commander attributes), etc. The specific character attributes represented by the aforementioned target character attributes and the specific character type to which the aforementioned first virtual character belongs can be adjusted according to the actual configuration requirements of the game. This application embodiment does not impose any limitations on this.

[0069] It should be noted that, in the above optional embodiments, when the first virtual character is included among the multiple virtual characters stationed at the target camp, in addition to the indicator icons corresponding to the multiple virtual characters respectively, skill icons for indicating the character's skills can also be displayed on the target panel; that is, the multiple graphic icons may only include the indicator icons corresponding to the multiple virtual characters respectively (equivalent to the target virtual character not being included among the multiple virtual characters stationed at the target camp), or they may include both the indicator icons and the skill icons (equivalent to the target virtual character being included among the multiple virtual characters stationed at the target camp). This application embodiment does not limit the specific icon type and the specific number of icons for the multiple graphic icons.

[0070] Referring to the above optional embodiments, in this application embodiment, the multiple graphic icons displayed on the target panel can be subdivided into two categories: the above-mentioned indicator icons (used to indicate virtual characters stationed at the target camp) and the above-mentioned skill icons (used to indicate a specific character skill possessed by the first virtual character); wherein, by adjusting the display position of different types of graphic icons on the target panel, players can formulate different types of target tactics.

[0071] Specifically, regarding the aforementioned indicator icons, referring to the relevant explanation of step S102 above, the formation position corresponding to each indicator icon at the initial display time (i.e., the moment when the terminal device displays the target panel on the graphical user interface in response to the aforementioned target operation) can be determined based on the role positioning of the virtual character indicated by the indicator icon in the initial formation layout. That is, the formation positions of the aforementioned multiple indicator icons on the target panel at the initial moment can represent the initial formation layout of the aforementioned multiple virtual characters in the target camp. Therefore, by adjusting the formation positions of different indicator icons on the target panel, players can change the aforementioned initial formation layout (i.e., change the specific role positioning of the virtual character indicated by different indicator icons in the formation layout).

[0072] Specifically, regarding the aforementioned skill icons, the character skill indicated by the skill icon is determined based on the first virtual character among the multiple virtual characters that possesses the target character attribute (i.e., the aforementioned skill icon is used to indicate a specific character skill possessed by the first virtual character). Players can select a specific skill icon that matches the target tactic from the skill icons displayed on the target panel, and drag the selected skill icon to any indicator icon. This indicates that the virtual character corresponding to the indicator icon is the skill caster of the specific character skill (i.e., the character skill indicated by the aforementioned specific skill icon), so that in the subsequent execution phase of the target tactic, the virtual character can execute a specific tactic that matches the aforementioned specific character skill (which is also equivalent to casting the aforementioned specific character skill).

[0073] S104, control the multiple virtual characters to execute the target tactics.

[0074] Here, unlike existing games where virtual characters in the game scene respond in real time to the player's control operations on the game scene, in this embodiment, as an optional embodiment, after the player completes the formulation of the target tactic on the target panel through the methods shown in steps S101-S103 above, they can click (with a finger or mouse, etc.) any display position on the graphical user interface outside the target panel to indicate the end of the position deployment operation for the multiple graphic icons on the target panel. At this time, in response to the end of the position adjustment operation, the terminal device can cancel the display of the target panel on the graphical user interface (equivalent to ending the tactic formulation stage of the target tactic) and continuously check whether the tactical execution conditions of the target tactic are met (equivalent to waiting for the opportunity to enter the tactical execution stage after the tactic formulation stage ends). Thus, after the tactical execution conditions of the target tactic are met, the terminal device can automatically control the multiple virtual characters to execute the target tactic formulated in the aforementioned steps (equivalent to entering the tactical execution stage of the target tactic). This allows the player to directly complete the formulation and execution of the overall tactical plan (i.e., the target tactic) in stages in the current game scene, which is beneficial to improving the flexibility of tactic formulation and tactical adjustment in the game.

[0075] In this application embodiment, the specific implementation method for detecting whether the above-mentioned tactical execution conditions are met is not unique; among them, as an optional embodiment, the warning area corresponding to the above-mentioned target camp in the game scene can be pre-configured in the game. When an enemy virtual character (i.e., a player virtual character controlled by other players in a different faction than the above-mentioned multiple virtual characters, an NPC character in a different faction than the above-mentioned multiple virtual characters, etc.) is detected to enter the above-mentioned warning area, the terminal device can confirm that the above-mentioned tactical execution conditions are met and automatically control the above-mentioned multiple virtual characters to execute the above-mentioned target tactic (equivalent to automatically triggering the execution of the above-mentioned target tactic through specific game events that occur in the game scene).

[0076] It should be noted that the aforementioned warning area is a geometric region (including but not limited to: circular region, fan-shaped region, rectangular region, etc.) generated based on the location of the target camp in the game scene; wherein, the target camp can be located at the center of the aforementioned warning area (e.g., the warning area can be a circular area centered on the location of the target camp), or it can be located at other locations within the aforementioned warning area (e.g., the warning area can be a fan-shaped region with the location of the target camp as its vertex), etc. The specific shape of the aforementioned warning area and the specific relative positional relationship between the aforementioned warning area and the aforementioned target camp are not limited in this application embodiment.

[0077] Specifically, as another optional embodiment, the timing of the execution of the aforementioned target tactic can be determined by the player. In this case, a first virtual control can be displayed on the graphical user interface. By triggering the first virtual control (e.g., clicking the first virtual control, long-pressing the first virtual control, etc., without any limitation on the specific type of triggering operation), the player can send a trigger command to the terminal device for the first virtual control. When the trigger command is received (which is equivalent to the terminal device responding to the triggering operation for the first virtual control), the terminal device can confirm that the aforementioned tactical execution conditions are met and automatically control the aforementioned multiple virtual characters to execute the aforementioned target tactic (which is equivalent to the execution of the aforementioned target tactic being automatically triggered by a specific interactive operation triggered by the player on the terminal device).

[0078] It should be noted that the aforementioned first virtual control can be a virtual control that is always displayed on the graphical user interface (i.e., a virtual control that is always displayed on the graphical user interface after the game starts), or it can be a virtual control that is newly displayed on the graphical user interface when the terminal device responds to the end of the aforementioned location deployment operation and cancels the display of the aforementioned target panel. This application embodiment does not impose any limitations on the specific display timing, specific display position, and specific display style of the aforementioned first virtual control on the graphical user interface.

[0079] The specific implementation process of each of the above steps in the embodiments of this application will be described in detail below:

[0080] In the tactical formulation stage of this application embodiment, regarding the target panel displayed in step S102, referring to the relevant descriptions in steps S102-S103, since the specific display positions of different types of graphic icons (i.e., the indicator icons and skill icons) on the target panel correspond to different tactical contents that can be executed in the subsequent tactical execution stage, as an optional embodiment, the target panel can be divided into two different display areas, referred to as the first display area and the second display area respectively; wherein, the indicator icons and the multiple lineup positions can be displayed in the first display area (that is, multiple lineup positions are distributed in the first display area on the target panel, and multiple indicator icons are displayed in the multiple lineup positions in the first display area), while the skill icons can be displayed in the second display area, thereby facilitating the player to distinguish the different types of graphic icons displayed on the target panel, and also facilitating the player to perform position deployment operations on the different types of graphic icons displayed on the target panel.

[0081] It should be noted that the relative positional relationship between the first display area and the second display area on the target panel can be determined according to the actual game configuration requirements. For example, the target panel can be divided into a first display area in the upper half and a second display area in the lower half by dividing it vertically; or it can be divided into a first display area in the right half and a second display area in the left half by dividing it horizontally, etc. The specific relative positional relationship between the first display area and the second display area on the target panel is not limited in this embodiment.

[0082] Here, regarding the aforementioned first display area, as an optional embodiment, reference can be made to... Figure 2a and Figure 2b The target panel 202 shown directly displays multiple lineup positions within the first display area.

[0083] Furthermore, considering that different lineup positions correspond to different roles in the formation layout, as another optional embodiment, the specific role position of each lineup position in the formation layout can be clearly defined by subdividing the first display area, so that players can more intuitively and conveniently formulate specific tactical content related to the above formation layout on the target panel.

[0084] Specifically, based on the formation layout, virtual characters that are expected to be dispatched to defend the target camp are collectively referred to as the "deployment lineup," and virtual characters that are expected to remain in the target camp are collectively referred to as the "stay-at-home lineup." In the above optional embodiment, the first display area can be divided into two sub-display areas, denoted as the first sub-display area and the second sub-display area (i.e., the first display area is divided into the first sub-display area and the second sub-display area). For the above multiple lineup positions, the first lineup position (i.e., the first lineup position corresponds to the position of the character belonging to the deployment lineup in the formation layout) can be distributed and displayed in the first sub-display area, and the second lineup position (i.e., the second lineup position corresponds to the position of the character belonging to the stay-at-home lineup in the formation layout) can be distributed and displayed in the second sub-display area.

[0085] It should be noted that the roles in the aforementioned field lineup include, but are not limited to: forward, flank, and center, while the roles in the aforementioned defensive lineup include, but are not limited to: defender, strategist, military advisor, logistics personnel, and standby troops. The specific role types corresponding to the field lineup and the defensive lineup can be adjusted according to the actual game configuration requirements, and this application embodiment does not impose any limitations on this.

[0086] For example, let's divide the target panel into a first display area on the right and a second display area on the left. Figure 3A schematic diagram of a target panel provided in an embodiment of this application is shown, such as... Figure 3 As shown, a game scene is displayed on the graphical user interface 200, including a target camp 201. In response to a player's target operation on the target camp 201, the terminal device displays a target panel 202 on the graphical user interface 200. The left half of the target panel 202 is a second display area 320 (when the virtual characters stationed at the target camp 201 include a first virtual character with the target character attribute, a skill icon 240 indicating the character skill corresponding to the first virtual character is displayed in the second display area 320), and the right half of the target panel 202... The first display area 310 is divided into a first sub-display area 311 and a second sub-display area 312. Taking the roles of the above-mentioned outgoing lineup as: vanguard, flank, and center, and the roles of the above-mentioned defending lineup as: garrison, strategist, adjutant, logistics, and standby troops as an example, the first lineup positions corresponding to the roles of the above-mentioned outgoing lineup in the multiple lineup positions 210 are distributed and displayed in the first sub-display area 311, while the second lineup positions corresponding to the roles of the above-mentioned defending lineup are distributed and displayed in the second sub-display area 312.

[0087] It should be noted that the relative positional relationship between the first sub-display area and the second sub-display area within the first display area can be determined according to the actual game configuration requirements. For example, the first display area can be divided into a first sub-display area in the upper half and a second sub-display area in the lower half, or it can be divided into a first sub-display area in the right half and a second sub-display area in the left half, etc. The specific relative positional relationship between the first sub-display area and the second sub-display area within the first display area is not limited in this embodiment.

[0088] Here, regarding the second display area mentioned above, as can be seen from the relevant description above, when the first virtual character with the target character attributes is among the multiple virtual characters at the target camp, the skill icon corresponding to the character skill of the first virtual character can be displayed in the second display area.

[0089] Specifically, as an optional embodiment, the position of the first indicator icon (i.e. the indicator icon indicating the first virtual character) on the target panel can be left unrestricted. That is, the first indicator icon can be displayed in any position on the target panel, and the terminal device will display the skill icon in the second display area. (At this time, even if the player changes the position of the first indicator icon on the target panel, it will not affect the specific skill icon displayed in the second display area.)

[0090] For example, taking a strategist-type character with strategist attributes as an example, when the first virtual character's role in the initial formation layout is that of a defender, such as... Figure 3 As shown, in response to the player's target operation on the target camp 201, the terminal device displays the target panel 202 on the graphical user interface 200. At this time, based on the role position of the first virtual character in the initial formation layout as a defender, the first indicator icon 230 corresponding to the first virtual character is displayed in the formation position corresponding to the defender. Although the formation position where the first indicator icon 230 is currently located is not the formation position that matches the strategist attribute (i.e., the formation position corresponding to the strategist), the terminal device can still display the skill icon 240 corresponding to the character skill of the first virtual character in the second display area 320.

[0091] Specifically, since different character attributes match different character positions, and different character positions correspond to different lineup positions, as another optional embodiment, the terminal device can also respond to the target lineup position displayed on the target panel by the first indicator icon and display the above-mentioned skill icon in the second display area; wherein, the target lineup position indicates the lineup position where the character position matches the above-mentioned target character attribute, and since different character positions match different tactics, the above-mentioned target lineup position can also indicate the lineup position where the displayed tactics match the above-mentioned target character attribute.

[0092] To illustrate this example, let's take the first virtual character as a strategist-type character with strategist attributes. Figure 4a This illustration shows a schematic diagram of displaying a skill identifier in a second display area according to an embodiment of this application, such as... Figure 4a As shown, when the first virtual character's role in the initial formation layout is that of a defender, the first indicator icon 230 corresponding to the first virtual character is displayed in the formation position corresponding to the defender. At this time, since the formation position corresponding to the defender is not the formation position corresponding to the strategist (i.e., the target formation position) that matches the strategist's attribute (i.e., the target character's attribute), the skill icon 240 corresponding to the first virtual character's character skill is not displayed in the second display area 320. However, when the player moves the first indicator icon 230 to the formation position corresponding to the strategist (i.e., the target formation position), the terminal device responds to the first indicator icon 230 being displayed in the target formation position (i.e., the formation position corresponding to the strategist) on the target panel 202, and can display the aforementioned skill icon 240 in the second display area 320.

[0093] Here, in this embodiment of the application, when the first virtual character has multiple character skills, as another optional embodiment, the specific character skill indicated by the skill icon displayed in the second display area can be determined according to the specific lineup position of the first indicator icon on the target panel. That is, by changing the lineup position of the first indicator icon on the target panel, the player can adjust the specific skill icon displayed in the second display area.

[0094] Specifically, in the above optional embodiments, the specific skill identifiers displayed in the second display area can be adjusted according to the following steps a1-a3:

[0095] Step a1: Based on the position of the first indicator icon on the target panel, determine the first character skill that matches the position from the character skills of the first virtual character, and display the first skill icon corresponding to the first character skill in the second display area.

[0096] Here, the first indicator icon represents the indicator icon corresponding to the first virtual character mentioned above; different lineup positions correspond to different character roles, and different role roles match different specific tactics. Therefore, at the initial display moment (i.e., the moment when the target panel is initially displayed on the graphical user interface), the character skill that matches the role role corresponding to the lineup position (which is also equivalent to the role role of the first virtual character in the initial formation layout) can be determined from the character skills of the first virtual character based on the lineup position of the first indicator icon on the target panel.

[0097] Specifically, taking the first virtual character as an example, which is a strategist-type character with strategist attributes, Figure 4b This illustration shows a schematic diagram of switching between different skill icons in a second display area, as provided in an embodiment of this application. Figure 4b As shown, when the role of the first virtual character in the initial formation layout is that of a defender, at the initial display time (i.e., the moment when the target panel is initially displayed on the graphical user interface), the first indicator icon 230 corresponding to the first virtual character is displayed in the formation position corresponding to the defender. At this time, the terminal device can determine the role skill that matches the role position of the defender from the role skills of the first virtual character as the first role skill, and display the first skill identifier 241 corresponding to the first role skill in the second display area 320 of the target panel 202.

[0098] Step a2: In response to a change in the lineup position of the first indicator icon on the target panel, determine a second character skill from the character skills of the first virtual character that matches the updated lineup position, based on the updated lineup position of the first indicator icon.

[0099] Here, players can drag the first indicator icon on the target panel to change its position in the lineup; or they can control the first indicator icon to move into the clicked lineup position by clicking separately (i.e., clicking the first indicator icon first and then clicking another lineup position); this application embodiment does not limit the specific operation method for changing the lineup position of the first indicator icon on the target panel.

[0100] Here, similar to step a1, based on the updated lineup position of the first indicator icon, the character skill that matches the character position corresponding to the updated lineup position can be determined from the character skills of the first virtual character as the aforementioned second character skill that matches the updated lineup position.

[0101] Step a3: Switch the display of the first skill identifier to the second skill identifier corresponding to the second character's skill.

[0102] Specifically, such as Figure 4b As shown, when the first indicator icon 230 moves from the position of the garrison to the position of the strategist, the terminal device responds to the change in the position of the first indicator icon 230 on the target panel 202. It can determine the character skill that matches the strategist's role from the character skills of the first virtual character as the second character skill, and switch the first skill identifier 241 to the second skill identifier 242 corresponding to the second character skill in the second display area 320 of the target panel 202.

[0103] Regarding the specific implementation of step S103 above, players can adjust the formation positions of the indicator icons on the target panel as shown in steps b1-b2 to determine the target formation layout corresponding to multiple virtual characters in the target tactic. Specifically:

[0104] Step b1: In response to the deployment operation for the positions of the plurality of indicator icons on the target panel, update the array positions of the plurality of indicator icons in the first display area.

[0105] Here, referring to the relevant description in step S103 above, it can be seen that at the initial moment (that is, the moment when the terminal device displays the target panel on the graphical user interface in response to the target operation), the formation positions of the multiple indicator icons on the target panel can represent the initial formation layout of the multiple virtual characters in the target camp; therefore, by adjusting the formation positions of different indicator icons on the target panel, the player can change the initial formation layout (that is, change the specific role position of the virtual character indicated by different indicator icons in the formation layout), thereby formulating the target formation layout corresponding to the multiple virtual characters in the target tactics.

[0106] Specifically, players can drag the indicator icon across the target panel to change its position on the target panel; they can also move the indicator icon to the clicked position by clicking it separately (i.e., clicking the indicator icon first and then clicking another position). This application embodiment does not limit the specific operation method for changing the position of the indicator icon on the target panel (i.e., the specific operation type of the above-mentioned position deployment operation).

[0107] Step b2: In response to the end of the location deployment operation, adjust the initial formation layout according to the updated formation positions of the multiple indicator icons, and determine the target formation layout corresponding to the multiple virtual characters in the target tactic.

[0108] Here, since each lineup position corresponds to a role in a formation layout, when executing step b2, for each indicator icon, in response to the end of the above-mentioned position deployment operation, the terminal device can determine the role position of the virtual character indicated by the indicator icon in the target tactic based on the lineup position updated by the indicator icon and the role position corresponding to the updated lineup position; that is, the change of formation layout (i.e., the initial formation layout is updated to the target formation layout) is also equivalent to the change of the specific role position of the virtual character in the tactic.

[0109] For example, consider multiple virtual characters in the target camp, including virtual characters m0, m1, and m2. Figure 5 This illustration shows an interactive diagram of adjusting the initial formation layout according to an embodiment of this application, such as... Figure 5As shown, in response to a target operation targeting camp 201, the terminal device displays a target panel 202 on the graphical user interface. At this time (i.e., at the initial display moment), in the first display area 310 of the target panel 202: the indicator icon 230 of the virtual character m0 is displayed at the formation position corresponding to the strategist (i.e., taking the target character attribute as the strategist attribute as an example, then the virtual character m0 belongs to the first virtual character with the target character attribute, and the skill icon 240 displayed in the second display area 320 indicates the character skill of the virtual character m0), the indicator icon 231 of the virtual character m1 is displayed at the formation position corresponding to the flank, and the indicator icon 232 of the virtual character m2 is displayed at the formation position corresponding to the vanguard. That is, the above-mentioned multiple virtual characters... The initial formation layout of the virtual characters in target camp 201 is "virtual character m0 in the strategist position, virtual character m1 in the flank position, and virtual character m2 in the vanguard position". After the player moves the indicator icon 231 of virtual character m1 from the flank position to the vanguard position, and moves the indicator icon 232 of virtual character m2 from the vanguard position to the defender position, the terminal device can adjust the initial formation layout based on the updated positions of indicator icons 231 and 232, and determine the target formation layout of the multiple virtual characters in the target tactic as "virtual character m0 in the strategist position, virtual character m1 in the vanguard position, and virtual character m2 in the defender position".

[0110] Regarding the formation layout adjustment method shown in steps b1-b2 above, since the virtual characters that are expected to be dispatched to defend the target camp are collectively referred to as the "deployment lineup" and the virtual characters that are expected to remain in the target camp are collectively referred to as the "stay-at-home lineup", when adjusting the initial formation layout in the manner shown in steps b1-b2 above, it may also involve changes to the deployment lineup and the stay-at-home lineup.

[0111] Specifically, as an optional embodiment, the starting lineup and the defensive lineup in the adjusted target formation layout can be determined according to the following steps c1-c3:

[0112] Step c1: In response to the deployment operation for the positions of the plurality of indicator icons on the target panel, update the array positions of the plurality of indicator icons in the first display area.

[0113] Here, the specific implementation of step c1 is the same as that of step b1 described above, and the repetitions will not be repeated here.

[0114] Step c2: In response to the end of the location deployment operation, based on the indicator icon displayed in the first formation position at the current moment, determine from the plurality of virtual characters the virtual character indicated by the indicator icon as the virtual character located in the deployment formation in the target tactic.

[0115] Here, the first position corresponds to the role in the starting lineup within the formation. Taking the roles in the starting lineup as examples, such as forward, wing, and center, for instance... Figure 5 As shown, on the target panel 202, the first lineup positions may include: forward lineup positions, flank lineup positions, and center lineup positions distributed and displayed in the first sub-display area 311.

[0116] Exemplary illustrations, such as Figure 5 As shown, in response to the end of the location deployment operation, the terminal device determines the target formation layout of multiple virtual characters in the target tactic as "virtual character m0 is located in the strategist position, virtual character m1 is located in the vanguard position, and virtual character m2 is located in the defender position". At this time, based on the fact that the vanguard position belongs to the above-mentioned first formation position displayed in the first sub-display area 311, it can also be determined that virtual character m1 is located in the formation in the target tactic.

[0117] Step c3: Based on the indicator icon displayed in the second formation position at the current moment, determine the virtual character indicated by the indicator icon from the plurality of virtual characters as the virtual character located in the defending formation in the target tactic.

[0118] Here, the second position corresponds to the role of the defensive formation in the formation layout. These roles include, but are not limited to: garrison commander, strategist, military advisor, logistics personnel, and standby troops. Figure 5 As shown, on the target panel 202, the second formation positions may include: the positions of the garrison formation, the strategist formation, the military advisor formation, the logistics formation, and the standby troop formation, which are distributed and displayed in the second sub-display area 312.

[0119] Exemplary illustrations, such as Figure 5 As shown, in response to the end of the location deployment operation, the terminal device determines the target formation layout of multiple virtual characters in the target tactic as "virtual character m0 is located in the strategist position, virtual character m1 is located in the vanguard position, and virtual character m2 is located in the defender position". At this time, based on the fact that the defender position and the strategist position belong to the above-mentioned second formation position displayed in the second sub-display area 312, it can also be determined that virtual characters m0 and virtual characters m2 are located in the defending formation in the target tactic.

[0120] Regarding the specific implementation of step S103 above, when the target panel displays a skill icon indicating the skill corresponding to the first virtual character (i.e., a virtual character possessing the target character's attributes), the player can select the skill caster corresponding to the aforementioned character skill in the target tactic from other virtual characters besides the first virtual character, as shown in step d1. Specifically:

[0121] Step d1: In response to the directional operation of the target skill identifier in the skill identifier and the target second indicator icon in the indicator icon, the target second virtual character corresponding to the target second indicator icon is determined as the skill caster of the target character skill indicated by the target skill identifier in the target tactic.

[0122] Here, considering that multiple skill icons may be displayed on the target panel, the aforementioned target skill icon is used to indicate the skill icon selected by the player.

[0123] Here, the second indicator icon is the indicator icon of the second virtual character. The second virtual character is a virtual character that does not have the attributes of the target character (that is, other virtual characters among the multiple virtual characters in the target camp besides the first virtual character mentioned above). The aforementioned target second indicator icon is used to indicate the second indicator icon selected by the player.

[0124] Specifically, players can drag a skill icon on the target panel, where the dragged skill icon is the target skill icon. When the movement ends, the second indicator icon corresponding to the end position of the target skill icon can be designated as the target second indicator icon. Alternatively, players can also designate the clicked skill icon as the target skill icon and the clicked second indicator icon as the target second indicator icon by clicking separately (i.e., clicking a skill icon first and then clicking a second indicator icon). This application embodiment does not limit the specific operation method of the above-mentioned directional operation.

[0125] Here, when performing step d1 above, in addition to directly dragging the target skill icon on the target panel, players can also display a copy icon corresponding to the target skill icon on the graphical user interface as shown in steps e1-e3 below. This allows players to replace the direct dragging of the target skill icon by dragging the copy icon. Specifically:

[0126] Step e1: In response to the location deployment operation for the target skill identifier, display a copy identifier of the target skill identifier on the target panel, and control the copy identifier to move on the target panel following the location deployment operation.

[0127] Here, the location deployment operation for the target skill identifier can be an operation such as a sliding operation for the target skill identifier. However, this application embodiment does not limit the specific location deployment operation type for the target skill identifier.

[0128] Step e2: In response to the end of the location deployment operation, based on the display position of the copy identifier on the target panel, determine a second indicator icon from the second indicator icons that matches the display position of the copy identifier as the target second indicator icon.

[0129] Here, in response to the completion of the above-mentioned location deployment operation, the terminal device can determine the second indicator icon whose position overlaps with the display position of the copy identifier on the target panel from the above-mentioned second indicator icons as the above-mentioned target second indicator icon.

[0130] Step e3: In the target tactic, the second virtual character of the target indicated by the second target indicator icon is identified as the skill caster of the character skill indicated by the target skill identifier.

[0131] For example, considering multiple virtual characters in the target camp, including virtual characters m0, m1, and m2, Figure 6 This illustration shows an interactive diagram of selecting a second indicator icon for a target, provided in an embodiment of this application. Figure 6 As shown, taking the above-mentioned location deployment operation as an example of a sliding operation targeting the target skill identifier 240, the terminal device responds to the sliding operation targeting the target skill identifier 240 by displaying a copy identifier 600 of the target skill identifier 240 on the target panel 202, and controls the copy identifier 600 to move on the target panel 202 following the above-mentioned sliding operation. If the player moves the copy identifier 600 to the indicator icon 232 of the virtual character m2 and ends the sliding operation, then in the target tactic, the virtual character m2 can be identified as the skill caster of the target character skill (i.e., the character skill indicated by the target skill identifier 240) (that is, when executing the target tactic, the virtual character m2 is responsible for releasing the above-mentioned target character skill).

[0132] Here, after selecting the skill casting location corresponding to the target character's skill in the target tactic as shown in step d1 above, players can also select the skill casting location corresponding to the target character's skill in the target tactic from the game scene as shown in steps f1-f3 below. Specifically:

[0133] Step f1: Display a location indicator on the graphical user interface to indicate the skill casting location corresponding to the target character's skill.

[0134] Here, the terminal device may display the aforementioned location prompt on the graphical user interface in response to the determination of the skill caster (i.e., after the completion of step d1).

[0135] It should be noted that, as an optional embodiment, when performing step f1, while displaying the above-mentioned location prompt mark, the terminal device may still display the above-mentioned target panel on the graphical user interface; as another optional embodiment, the terminal device may also temporarily hide the above-mentioned target panel on the graphical user interface in order to reduce the obstruction of the target panel to the player's field of vision.

[0136] It should be noted that the aforementioned location indicator can be any geometric shape; this application embodiment does not limit the specific display style of the aforementioned location indicator.

[0137] Step f2: In response to a movement operation on the location indicator, control the location indicator to move within the game scene following the movement operation.

[0138] It should be noted that during the player's movement of the aforementioned location indicator, since the graphical user interface only displays a portion of the game scene, when the location indicator moves to the boundary of the game scene currently displayed on the graphical user interface, the terminal device will also update the specific game scene displayed on the graphical user interface in response to the continuous movement of the location indicator, so that the location of the character's skill casting is not limited to the local game scene displayed on the graphical user interface.

[0139] An exemplary illustration, in Figure 6 Based on the content shown, Figure 7a This illustration shows an interactive diagram of selecting the location for casting a character skill, as provided in an embodiment of this application. Figure 7a As shown, in response to the determination of the skill caster (i.e., after selecting the virtual character m2 indicated by the indicator icon 232 as the skill caster of the target character's skill), the terminal device displays a location prompt icon 701 on the graphical user interface 200. In response to the movement operation of the location prompt icon 701, the terminal device can control the location prompt icon 701 to move in the game scene following the movement operation.

[0140] Step f3: In response to the end of the movement operation, determine the skill casting position of the character in the target tactic based on the display position of the position prompt in the game scene.

[0141] Here, the terminal device can determine the display position of the location indicator in the game scene in real time after the above movement operation is completed, as the location for casting the character skill (equivalent to not requiring the player to confirm the specific display position of the location indicator a second time); or, after the above movement operation is completed, a confirmation control is added to the graphical user interface, and the terminal device responds to the player's trigger operation on the confirmation control, confirms the end of the above movement operation, and determines the display position of the location indicator in the game scene as the location for casting the character skill (equivalent to requiring the player to confirm the specific display position of the location indicator a second time).

[0142] Exemplary illustrations, such as Figure 7a As shown, after the player stops moving the position indicator 701, the terminal device can add a confirmation control to the graphical user interface 200. At this time, the terminal device responds to the player's trigger operation on the confirmation control, determines to end the movement operation on the position indicator 701, and determines the display position of the position indicator 701 in the game scene as the position for the aforementioned character skill to be cast.

[0143] In this application embodiment, regarding the specific display style of the above-mentioned location prompt mark, except... Figure 7a In addition to the location indicator 701 shown, as another optional embodiment, the location indicator may also include a ring-shaped indicator centered on the target indicator; wherein, the location for casting the character skill is determined based on the display position of the target indicator in the game scene (equivalent to the target indicator being centered on the target indicator). Figure 7a The location indicator 701 shown is a geometric symbol that is only used to indicate the location. The effective skill range of the target character skill can be determined based on the coverage of the circular indicator in the game scene (equivalent to the target character skill being effective only against enemy virtual characters who enter the effective skill range when the target tactic is executed later).

[0144] An exemplary illustration, Figure 7b This illustration shows an interactive diagram illustrating how to determine the effective skill scope corresponding to a target character's skill, as provided in an embodiment of this application. Figure 7b As shown, in response to the determination of the skill caster (i.e., after selecting the virtual character m2 indicated by the indicator icon 232 as the skill caster of the target character's skill), the terminal device displays a location prompt icon 701 on the graphical user interface 200, wherein, with Figure 7a The location indicators for the shown geometric patterns are different. Figure 7bThe location indicator 701 shown is a ring-shaped indicator centered on the target indicator (i.e., a star-shaped geometric shape). In response to a movement operation on the location indicator 701, the terminal device can control the location indicator 701 to move within the game scene following the movement operation. After the player stops moving the location indicator 701, the terminal device can add a confirmation control to the graphical user interface 200. At this time, in response to the player's triggering of this confirmation control, the terminal device confirms the end of the movement operation on the location indicator 701, determines the display position of the location indicator 701 in the game scene as the location for the aforementioned character skill, and determines the coverage area of ​​the ring-shaped indicator in the game scene as the effective skill range corresponding to the aforementioned target character skill (equivalent to, when subsequently executing target tactics, the target character skill is only effective against enemy virtual characters who enter the coverage area of ​​the ring-shaped indicator in the game scene).

[0145] Here, regarding the specific implementation of steps f1-f3 above, as an optional embodiment, as with the relevant descriptions in steps f1-f3 above, no restrictions are placed on the selectable range of skill casting positions, allowing players to arbitrarily choose the specific skill casting position of the target character's skill from the game scene.

[0146] In addition, referring to the "warning area" mentioned in step S104 above, considering that one of the tactical execution conditions for triggering the execution of the target tactic can be "detecting that the enemy virtual character enters the warning area corresponding to the target camp in the game scene", as another optional embodiment, it is also possible to restrict the player to only select the specific skill release position of the target character skill within the aforementioned warning area, so that the target character skill released when the second target virtual character executes the target tactic can effectively act on more enemy virtual characters, thereby improving the skill usage efficiency of the target character skill.

[0147] In the above optional embodiment, unlike steps f1-f3, after selecting the skill casting location corresponding to the target character's skill in the target tactic as shown in step d1, the player can also select the skill casting location corresponding to the target character's skill in the target tactic from the game scene as shown in steps g1-g3. Specifically:

[0148] Step g1: Display location and boundary indicators on the graphical user interface to indicate the skill casting location corresponding to the target character's skill.

[0149] For details regarding the location indicator, please refer to the detailed explanations of the location indicator in the preceding steps. Repeated points will not be repeated here.

[0150] Here, the aforementioned boundary indication marker is used to indicate the boundary of the warning area corresponding to the target camp in the game scene; the relevant explanation of the warning area can be found in the relevant explanation section of step S104 above, and the repeated parts will not be repeated here.

[0151] Step g2: In response to a movement operation on the location indicator, control the location indicator to move within the warning area following the movement operation.

[0152] Here, unlike step f2 where the player can drag the location indicator to move freely in the game scene, in step g2, the movable range of the location indicator is limited to the aforementioned warning area.

[0153] Step g3: In response to the end of the movement operation, determine the skill casting position of the skill caster in the target tactic based on the display position of the location prompt icon in the warning area.

[0154] An exemplary illustration, in Figure 6 Based on the content shown, Figure 7c This illustration shows another interactive diagram of selecting the casting location of a character skill, provided in an embodiment of this application. Figure 7c As shown, in response to the determination of the skill caster (i.e., after selecting the virtual character m2 indicated by indicator icon 232 as the skill caster of the target character's skill), the terminal device displays a location indicator 701 and a boundary indicator 702 (used to indicate the boundary of the warning area corresponding to the target camp 201 in the game scene) on the graphical user interface 200. In response to the movement operation of the location indicator 701, the terminal device can control the location indicator 701 to move within the warning area indicated by the boundary indicator 702. After the player stops moving the location indicator 701, the terminal device can add a confirmation control to the graphical user interface 200. At this time, in response to the player's trigger operation on the confirmation control, the terminal device determines to end the movement operation of the location indicator 701 and determines the display position of the location indicator 701 within the warning area as the skill casting position of the character.

[0155] In the specific implementation of step S104 above, different types of virtual characters in the game have different character attributes, and different character attributes match different behavioral tendencies. Therefore, when faced with the same control command, virtual characters with different character attributes may produce different preferred character behaviors due to different matching behavioral tendencies.

[0156] Based on this, as an optional embodiment, when performing step S104, the terminal device can also control multiple virtual characters to execute target tactics according to their behavioral tendencies that match their own character attributes.

[0157] For example, taking the target tactic of "deploying virtual characters m1 and m2 in the forward position" as an example, when we do not consider the different behavioral tendencies matched by different character attributes, if the forward position corresponds to the main gate position outside the target camp, then when executing the target tactic, the terminal device can control the aforementioned virtual characters m1 and m2 to go to the same position (i.e., the main gate position outside the target camp corresponding to the forward position). However, if we consider the different behavioral tendencies matched by different character attributes, then when executing the target tactic, the terminal device can control the aforementioned virtual characters m1 and m2 to go to the main gate position outside the target camp according to the behavioral tendencies matched by their own character attributes. At this time, since the character attributes of the aforementioned virtual characters m1 and m2 are different, the specific positions that the aforementioned virtual characters m1 and m2 finally arrive at will deviate (e.g., virtual character m1 finally arrives at a position slightly to the left of the main gate outside the target camp, while virtual character m2 finally arrives at a position slightly to the right of the main gate outside the target camp).

[0158] Here, referring to the relevant descriptions of steps S102-S103 above, it can be seen that in this embodiment of the application, the multiple graphic icons displayed on the target panel can be subdivided into two categories: the above-mentioned indicator icons and the above-mentioned skill icons; wherein, by adjusting the display position of different types of graphic icons on the target panel, players can formulate different types of target tactics (that is, adjusting the lineup position of the indicator icons can be used to formulate the target formation layout of multiple virtual characters in the target tactics, while adjusting the indicator icons indicated by the skill icons can be used to determine the skill casting party of the target character skill indicated by the skill icon in the target tactics).

[0159] Based on this, as an optional embodiment, when executing step S104, it is not necessary to subdivide the specific tactical type to which the tactical content in the target tactic belongs. That is, the terminal device can respond to detecting that the enemy virtual character has entered the warning area corresponding to the target camp in the game scene and control multiple virtual characters to execute the target tactic; or it can respond to receiving a trigger command for the first virtual control and control multiple virtual characters to execute the target tactic.

[0160] In this embodiment of the application, as another optional embodiment, when executing step S104, the specific tactical types to which the tactical content in the target tactical can be further subdivided. Following the method shown in steps h1-h2 below, the tactical content of different tactical types in the target tactical can be executed in an orderly manner according to the tactical execution conditions corresponding to the tactical content of different tactical types. Specifically:

[0161] Step h1: In response to detecting that an enemy virtual character has entered the warning area corresponding to the target camp in the game scene, control the multiple virtual characters to execute the target tactics according to the target formation layout.

[0162] Specifically, when executing step h1, the terminal device, in response to detecting that an enemy virtual character has entered the warning area corresponding to the target camp in the game scene, can control the virtual character belonging to the deployment lineup in the target formation to go to the position outside the target camp that matches the position of the virtual character to confront the enemy virtual character according to its corresponding role position; for example, controlling the virtual character in the vanguard position to go to the main gate outside the target camp to confront the enemy virtual character.

[0163] Specifically, when executing step h1, the terminal device, in response to detecting that an enemy virtual character has entered the warning area corresponding to the target camp in the game scene, can control the virtual character to stay in the target camp and wait for deployment based on the virtual character belonging to the garrison formation in the target formation layout.

[0164] Step h2: In response to receiving a trigger command for the first virtual control, control the second virtual character indicated by the second target indicator icon to cast the target character skill in the game scene according to the target tactics.

[0165] Specifically, when executing step h2, the terminal device can respond to the player's trigger operation on the first virtual control (i.e., receive the trigger instruction for the first virtual control) and control the target second virtual character to go to the skill casting location previously selected by the player (the specific selection method can be referred to the content of the aforementioned steps f1-f3 or g1-g3) to cast the target character's skill.

[0166] Here, during step S104 (i.e., during the process of controlling multiple virtual characters to execute target tactics), to facilitate players in viewing the attack capabilities of each virtual character, steps i1-i2 below can be used to allow players to view the trigger range of each virtual character's corresponding attack behavior in the game scene. Specifically:

[0167] Step i1: Display the character identifiers corresponding to the multiple virtual characters on the graphical user interface.

[0168] Here, the terminal device can display the character identifier corresponding to each virtual character on the graphical user interface, or it can display the character identifier corresponding to that virtual character on the graphical user interface only in response to a player's specific trigger operation on a virtual character (such as touch operation, mouse hover operation, gesture hover operation, etc.).

[0169] Step i2: In response to the trigger operation for the target character identifier, display the attack indicator identifier corresponding to the virtual character indicated by the target character identifier on the graphical user interface.

[0170] Here, the target character identifier refers to the character identifier that is triggered by the player among the aforementioned character identifiers; wherein, the aforementioned triggering operation includes, but is not limited to: touch operation, mouse hover operation, gesture hover operation, etc., and this application embodiment does not limit the specific operation type to which the aforementioned triggering operation belongs.

[0171] Here, the aforementioned attack indicator is used to indicate the attack behavior trigger range of the virtual character in the game scene; when an enemy virtual character is detected to enter the attack behavior trigger range, the aforementioned virtual character will be triggered to automatically launch an attack on the enemy virtual character.

[0172] Specifically, the shape of the attack indicator can be determined based on the shape of the attack behavior triggering range. For example, if the attack behavior triggering range represents a circular area with the virtual character's position as the center and a preset distance threshold as the radius, then the attack indicator can be a circular indicator used to indicate the circular area. This application embodiment does not impose any limitations on the specific shape of the attack indicator.

[0173] In this embodiment of the application, regarding the first virtual control used to trigger the execution of target tactics in step S104 above, when the first virtual control is a virtual control that is always displayed on the graphical user interface (i.e., a virtual control that is always displayed on the graphical user interface after the game starts), as an optional embodiment, the first virtual control can also be used to control the time in the game to advance forward; wherein, in response to the triggering operation on the first virtual control, the terminal device can control the time in the game to advance forward by a preset time.

[0174] Specifically, in the game, players can control virtual characters to execute pre-defined target tactics, and can also control virtual characters to perform interactive events such as farming and management in the target camp. The execution of target tactics and the execution of the above-mentioned interactive events can be game events that are executed or occur naturally as the game time progresses. Therefore, when executing the above step S104, as an optional embodiment, the above-mentioned first virtual control, which was originally used to control the forward progress of the game time, can be used as a specific virtual control to trigger the execution of target tactics, so as to reduce the increase of virtual controls and save interface display resources.

[0175] It should be noted that the preset duration can be 7 days or 3 days. The specific value of the preset duration can be set according to the actual game configuration requirements. This application embodiment does not impose any limitations on this.

[0176] Based on this, considering that in-game time can gradually advance a preset duration in units of time (e.g., taking a preset duration as an example, in-game time can gradually advance 7 times in units of one day), therefore, as an optional embodiment, after performing the above step i2, the terminal device can also display a prompt icon on the graphical user interface to indicate the change in in-game time in the manner shown in steps j1-j2 below. Specifically:

[0177] Step j1: In response to the end of the triggering operation on the first virtual control, display the second virtual control on the graphical user interface.

[0178] Here, the second virtual control displays a progress indicator to indicate the progress of time in the game; the progress indicator can be a numerical indicator (equivalent to indicating the progress of time in the game through numerical changes) or a graphic indicator (equivalent to indicating the progress of time in the game through graphic changes). This application embodiment does not limit the specific style of the above progress indicator.

[0179] Step j2: Update the display style of the progress indicator according to the progress of the in-game time, and obtain a progress indicator that matches the progress.

[0180] Specifically, as an optional embodiment, when the aforementioned progress indicator is a numerical indicator, the display style of the aforementioned update progress indicator can refer to the specific time value displayed on the update progress indicator. For example, taking a preset duration of 7 days as an example, as the in-game time advances by one day, the terminal device can add one day to the time value displayed on the progress indicator to obtain the updated time value, and display the updated time value on the progress indicator to ensure that the time value displayed on the progress indicator is synchronized with the actual in-game time.

[0181] Specifically, as another optional embodiment, when the aforementioned progress indicator is a graphic indicator, the display style of the aforementioned update progress indicator can refer to the specific geometric shape displayed on the update progress indicator. For example, taking the preset duration of 7 days as an example, the progress indicator can contain 7 blank geometric shapes. As the in-game time advances by one day, the terminal device can fill in one of the blank geometric shapes, so that the player can intuitively determine the specific number of days the in-game time has advanced based on the number of colored geometric shapes on the progress indicator.

[0182] Based on the control method in the game provided in this application embodiment, a game scene is displayed on a graphical user interface. In response to a target operation targeting a target camp, a target panel is displayed on the graphical user interface. In response to a deployment operation targeting multiple graphic markers on the target panel, the formation positions of the multiple graphic markers on the target panel are updated. Based on the updated formation positions of the multiple graphic markers, target tactics are determined for multiple virtual characters. The multiple virtual characters are then controlled to execute the target tactics. Thus, without involving switching between three-dimensional game scenes, this application allows players to directly access and display a target panel for formulating complete tactical plans within the current game scene. This allows for the phased formulation and execution of the overall tactical plan in the game, facilitating players' observation of the overall execution effect of the tactical plan and improving the flexibility of tactical formulation and adjustment in the game.

[0183] Based on the same inventive concept, this application also provides a game control device corresponding to the control method in the above-mentioned game. Since the principle of the game control device in the embodiments of this application is similar to the control method in the above-mentioned game in the embodiments of this application, the implementation of the game control device can refer to the implementation of the control method in the above-mentioned game, and the repeated parts will not be described again.

[0184] Reference Figure 8 As shown, Figure 8 This application provides a schematic diagram of the structure of a game control device according to an embodiment of the present application, wherein the game control device includes:

[0185] A scene display module 801 is used to display a game scene on a graphical user interface; wherein the game scene includes a target camp.

[0186] The panel display module 802 is used to display a target panel on a graphical user interface in response to a target operation targeting the target camp; wherein the target panel includes multiple graphic icons and multiple formation positions, the multiple graphic icons include at least one indicator icon corresponding to multiple virtual characters of the target camp, and each formation position has a corresponding tactic;

[0187] The tactical adjustment module 803 is used to update the formation positions of the plurality of graphic icons on the target panel in response to the position deployment operation of the plurality of graphic icons on the target panel, and to determine the target tactics arranged for the plurality of virtual characters based on the updated formation positions of the plurality of graphic icons.

[0188] The tactical execution module 804 is used to control the multiple virtual characters to execute the target tactics.

[0189] In one alternative implementation, the plurality of virtual characters belong to a plurality of different character types, and the indicator icons indicated by the virtual characters of different character types are displayed in different lineup positions on the target panel.

[0190] In one optional implementation, the plurality of formation positions are distributed in a first display area on the target panel, and the plurality of indicator icons are respectively displayed in the plurality of formation positions within the first display area; wherein, the plurality of formation positions correspond to the positions of multiple characters in the formation layout, and the formation position corresponding to the indicator icon at the initial display time is determined according to the position of the virtual character indicated by the indicator icon in the initial formation layout, and the initial formation layout represents the formation layout of the plurality of virtual characters at the target camp at the initial display time.

[0191] In one optional implementation, the first display area is divided into a first sub-display area and a second sub-display area; wherein, the first lineup position among the plurality of lineup positions is distributed and displayed in the first sub-display area, and the second lineup position among the plurality of lineup positions is distributed and displayed in the second sub-display area, wherein the first lineup position corresponds to the role position of the outgoing lineup in the formation layout, and the second lineup position corresponds to the role position of the defending lineup in the formation layout.

[0192] In one optional implementation, the plurality of graphic icons further includes skill icons, and the target panel includes a second display area; wherein the skill icons are displayed in the second display area, and the character skill indicated by the skill icons is determined based on a first virtual character among the plurality of virtual characters that possesses the target character attribute.

[0193] In an optional embodiment, the control device further includes a skill identifier display module, wherein the skill identifier display module is used for:

[0194] In response to the first indicator icon being displayed at the target lineup position on the target panel, the skill icon is displayed in the second display area; wherein, the first indicator icon represents the indicator icon corresponding to the first virtual character, and the target lineup position represents the lineup position where the displayed tactics match the attributes of the target character.

[0195] In an optional embodiment, the control device further includes: a display switching module, wherein the display switching module is used for:

[0196] Based on the position of the first indicator icon on the target panel, a first character skill matching the position is determined from the character skills of the first virtual character, and the first skill icon corresponding to the first character skill is displayed in the second display area; wherein, the first indicator icon represents the indicator icon corresponding to the first virtual character;

[0197] In response to a change in the position of the first indicator icon on the target panel, a second character skill matching the updated position is determined from the character skills of the first virtual character.

[0198] Switch the display of the first skill icon to the second skill icon corresponding to the second character's skill.

[0199] In one alternative implementation, the tactical adjustment module 803 is used for:

[0200] In response to the deployment operation for the positions of the plurality of indicator icons on the target panel, the array positions of the plurality of indicator icons in the first display area are updated;

[0201] In response to the completion of the location deployment operation, the initial formation layout is adjusted according to the updated formation positions of the multiple indicator icons, and the target formation layout corresponding to the multiple virtual characters in the target tactic is determined.

[0202] In an optional implementation, when adjusting the initial formation layout based on the updated formation positions according to the multiple indicator icons, and determining the target formation layout corresponding to the multiple virtual characters in the target tactic, the tactical adjustment module 803 is used to:

[0203] Based on the updated lineup position of the indicator icon and the corresponding role position, the role position of the virtual character indicated by the indicator icon in the target tactic is determined.

[0204] In one alternative implementation, the tactical adjustment module 803 is used for:

[0205] In response to the deployment operation for the positions of the plurality of indicator icons on the target panel, the array positions of the plurality of indicator icons in the first display area are updated;

[0206] In response to the end of the location deployment operation, based on the indicator icon displayed in the first formation position at the current moment, the virtual character indicated by the indicator icon is determined from the plurality of virtual characters as the virtual character located in the deployment formation in the target tactic;

[0207] Based on the indicator icon displayed in the second formation position at the current moment, the virtual character indicated by the indicator icon is determined from the plurality of virtual characters as the virtual character located in the defending formation in the target tactic.

[0208] In one alternative implementation, the tactical adjustment module 803 is used for:

[0209] In response to a directional operation targeting the target skill identifier in the skill identifier and the target second indicator icon in the indicator icon, the target second virtual character corresponding to the target second indicator icon is determined as the skill caster of the target character skill indicated by the target skill identifier in the target tactic; wherein, the second indicator icon is the indicator icon of the second virtual character, and the second virtual character is a virtual character that does not possess the target character attribute.

[0210] In an optional implementation, when, in response to a directional operation targeting a target skill identifier in the skill identifier and a target second indicator icon in the indicator icons, the target second virtual character corresponding to the target second indicator icon is determined as the skill caster of the target character skill indicated by the target skill identifier in the target tactic, the tactical adjustment module 803 is configured to:

[0211] In response to a location deployment operation targeting the target skill identifier, a copy identifier of the target skill identifier is displayed on the target panel, and the copy identifier is controlled to move on the target panel following the location deployment operation;

[0212] In response to the end of the location deployment operation, based on the display position of the copy identifier on the target panel, a second indicator icon matching the display position of the copy identifier is determined from the second indicator icons as the target second indicator icon;

[0213] In the target tactic, the second virtual character of the target indicated by the second target indicator icon is identified as the skill caster of the character skill indicated by the target skill identifier.

[0214] In an optional embodiment, the control device further includes: a first position selection module, wherein the first position selection module is used for:

[0215] A location indicator is displayed in the graphical user interface to indicate the skill casting location corresponding to the target character's skill;

[0216] In response to a movement operation on the location indicator, the location indicator is controlled to move within the game scene following the movement operation;

[0217] In response to the end of the movement operation, the skill casting position of the corresponding character in the target tactic is determined based on the display position of the location prompt in the game scene.

[0218] In one optional implementation, the location indicator includes a ring-shaped indicator centered on the target indicator; wherein, the location where the character skill is cast is determined based on the display position of the target indicator in the game scene, and the effective skill range corresponding to the target character skill is determined based on the coverage area of ​​the ring-shaped indicator in the game scene.

[0219] In an optional embodiment, the control device further includes a second position selection module, wherein the second position selection module is used for:

[0220] The graphical user interface displays location indicators and boundary indicators to indicate the skill casting location corresponding to the target character's skill; wherein, the boundary indicator is used to indicate the boundary of the warning area corresponding to the target camp in the game scene.

[0221] In response to a movement operation on the location indicator, the location indicator is controlled to move within the warning area following the movement operation;

[0222] In response to the end of the movement operation, the skill casting position of the skill caster in the target tactic is determined according to the display position of the location prompt icon in the warning area.

[0223] In one alternative implementation, the tactical execution module 804 is configured to:

[0224] In response to the tactical execution conditions of the target tactic being met, the plurality of virtual characters are controlled to execute the target tactic; wherein, the tactical execution conditions of the target tactic being met include: detecting that an enemy virtual character enters the warning area corresponding to the target camp in the game scene, or receiving a trigger command for a first virtual control displayed on the graphical user interface.

[0225] In one alternative implementation, the tactical execution module 804 is configured to:

[0226] The multiple virtual characters are controlled to execute the target tactics according to their behavioral tendencies that match their own character attributes.

[0227] In one alternative implementation, the tactical execution module 804 is configured to:

[0228] In response to detecting that an enemy virtual character has entered the warning area corresponding to the target camp in the game scene, the system controls the multiple virtual characters to execute the target tactics according to the target formation layout.

[0229] In one alternative implementation, the tactical execution module 804 is configured to:

[0230] In response to receiving a trigger command for the first virtual control, the target second virtual character indicated by the target second indicator icon is controlled to release the target character skill in the game scene according to the target tactic.

[0231] In an optional implementation, during the process of controlling the plurality of virtual characters to execute the target tactic, the tactical execution module 804 is further configured to:

[0232] The graphical user interface displays the character identifiers corresponding to the various virtual characters.

[0233] In response to a trigger operation targeting a target character identifier, an attack indicator identifier corresponding to the virtual character indicated by the target character identifier is displayed on the graphical user interface; wherein, the attack indicator identifier is used to indicate the trigger range of the attack behavior corresponding to the virtual character in the game scene.

[0234] In an optional embodiment, the control device further includes a control display module, wherein the control display module is used for:

[0235] In response to a trigger operation on the first virtual control, the game time is advanced forward by a preset duration.

[0236] In an optional implementation, the control display module is further configured to:

[0237] In response to the end of the triggering operation on the first virtual control, a second virtual control is displayed on the graphical user interface; wherein the second virtual control displays a progress indicator to indicate the progress of the game's time advancement.

[0238] Based on the progress of the in-game time, update the display style of the progress indicator to obtain a progress indicator that matches the progress.

[0239] Based on the control device in the game provided in this application embodiment, a game scene is displayed on a graphical user interface. In response to a target operation targeting a target camp, a target panel is displayed on the graphical user interface. In response to a deployment operation targeting multiple graphic markers on the target panel, the formation positions of the multiple graphic markers on the target panel are updated, and based on the updated formation positions of the multiple graphic markers, target tactics are determined for multiple virtual characters. The multiple virtual characters are then controlled to execute the target tactics. Thus, without involving switching between three-dimensional game scenes, this application allows players to directly access and display a target panel for formulating complete tactical plans within the current game scene. This allows for the phased formulation and execution of the overall tactical plan in the game, facilitating players' observation of the overall execution effect of the tactical plan and improving the flexibility of tactical formulation and adjustment in the game.

[0240] Based on the same inventive concept, this application also provides an electronic device corresponding to the control method in the above-mentioned game. Since the principle of solving the problem by the electronic device in the embodiments of this application is similar to the control method in the above-mentioned game in the embodiments of this application, the implementation of the electronic device can refer to the implementation of the control method in the above-mentioned game, and the repeated parts will not be described again.

[0241] Figure 9 A schematic diagram of the structure of an electronic device 900 provided in this application embodiment includes: a processor 901, a memory 902, and a bus 903. The memory 902 stores machine-readable instructions executable by the processor 901. When the electronic device runs a game control method as described in the embodiment, the processor 901 communicates with the memory 902 via the bus 903. The processor 901 executes the machine-readable instructions, wherein the processor 901 executes the machine-readable instructions to perform the following steps, specifically:

[0242] The game scene is displayed on a graphical user interface; wherein the game scene includes a target camp;

[0243] In response to a target operation targeting the target camp, a target panel is displayed on a graphical user interface; wherein the target panel includes multiple graphic icons and multiple formation positions, the multiple graphic icons include at least one indicator icon corresponding to multiple virtual characters of the target camp, and each formation position has a corresponding tactic;

[0244] In response to the deployment operation for the multiple graphic icons on the target panel, the formation positions of the multiple graphic icons on the target panel are updated, and the target tactics arranged for the multiple virtual characters are determined based on the updated formation positions of the multiple graphic icons.

[0245] Control the multiple virtual characters to execute the target tactics.

[0246] In one alternative implementation, the plurality of virtual characters belong to a plurality of different character types, and the indicator icons indicated by the virtual characters of different character types are displayed in different lineup positions on the target panel.

[0247] In one optional implementation, the plurality of formation positions are distributed in a first display area on the target panel, and the plurality of indicator icons are respectively displayed in the plurality of formation positions within the first display area; wherein, the plurality of formation positions correspond to the positions of multiple characters in the formation layout, and the formation position corresponding to the indicator icon at the initial display time is determined according to the position of the virtual character indicated by the indicator icon in the initial formation layout, and the initial formation layout represents the formation layout of the plurality of virtual characters at the target camp at the initial display time.

[0248] In one optional implementation, the first display area is divided into a first sub-display area and a second sub-display area; wherein, the first lineup position among the plurality of lineup positions is distributed and displayed in the first sub-display area, and the second lineup position among the plurality of lineup positions is distributed and displayed in the second sub-display area, wherein the first lineup position corresponds to the role position of the outgoing lineup in the formation layout, and the second lineup position corresponds to the role position of the defending lineup in the formation layout.

[0249] In one optional implementation, the plurality of graphic icons further includes skill icons, and the target panel includes a second display area; wherein the skill icons are displayed in the second display area, and the character skill indicated by the skill icons is determined based on a first virtual character among the plurality of virtual characters that possesses the target character attribute.

[0250] In an alternative implementation, the processor 901 is further configured to:

[0251] In response to the first indicator icon being displayed at the target lineup position on the target panel, the skill icon is displayed in the second display area; wherein, the first indicator icon represents the indicator icon corresponding to the first virtual character, and the target lineup position represents the lineup position where the displayed tactics match the attributes of the target character.

[0252] In an alternative implementation, the processor 901 is further configured to:

[0253] Based on the position of the first indicator icon on the target panel, a first character skill matching the position is determined from the character skills of the first virtual character, and the first skill icon corresponding to the first character skill is displayed in the second display area; wherein, the first indicator icon represents the indicator icon corresponding to the first virtual character;

[0254] In response to a change in the position of the first indicator icon on the target panel, a second character skill matching the updated position is determined from the character skills of the first virtual character.

[0255] Switch the display of the first skill icon to the second skill icon corresponding to the second character's skill.

[0256] In an optional implementation, when updating the formation positions of the plurality of graphic icons on the target panel in response to a deployment operation targeting the positions of the plurality of graphic icons on the target panel, and determining a target tactical arrangement for the plurality of virtual characters based on the updated formation positions of the plurality of graphic icons, the processor 901 is configured to:

[0257] In response to the deployment operation for the positions of the plurality of indicator icons on the target panel, the array positions of the plurality of indicator icons in the first display area are updated;

[0258] In response to the completion of the location deployment operation, the initial formation layout is adjusted according to the updated formation positions of the multiple indicator icons, and the target formation layout corresponding to the multiple virtual characters in the target tactic is determined.

[0259] In an optional implementation, when adjusting the initial formation layout based on the updated formation positions according to the plurality of indicator icons, and determining the target formation layout corresponding to the plurality of virtual characters in the target tactic, the processor 901 is configured to:

[0260] Based on the updated lineup position of the indicator icon and the corresponding role position, the role position of the virtual character indicated by the indicator icon in the target tactic is determined.

[0261] In an optional implementation, when updating the formation positions of the plurality of graphic icons on the target panel in response to a deployment operation targeting the positions of the plurality of graphic icons on the target panel, and determining a target tactical arrangement for the plurality of virtual characters based on the updated formation positions of the plurality of graphic icons, the processor 901 is configured to:

[0262] In response to the deployment operation for the positions of the plurality of indicator icons on the target panel, the array positions of the plurality of indicator icons in the first display area are updated;

[0263] In response to the end of the location deployment operation, based on the indicator icon displayed in the first formation position at the current moment, the virtual character indicated by the indicator icon is determined from the plurality of virtual characters as the virtual character located in the deployment formation in the target tactic;

[0264] Based on the indicator icon displayed in the second formation position at the current moment, the virtual character indicated by the indicator icon is determined from the plurality of virtual characters as the virtual character located in the defending formation in the target tactic.

[0265] In an optional implementation, when updating the formation positions of the plurality of graphic icons on the target panel in response to a deployment operation targeting the positions of the plurality of graphic icons on the target panel, and determining a target tactical arrangement for the plurality of virtual characters based on the updated formation positions of the plurality of graphic icons, the processor 901 is configured to:

[0266] In response to a directional operation targeting the target skill identifier in the skill identifier and the target second indicator icon in the indicator icon, the target second virtual character corresponding to the target second indicator icon is determined as the skill caster of the target character skill indicated by the target skill identifier in the target tactic; wherein, the second indicator icon is the indicator icon of the second virtual character, and the second virtual character is a virtual character that does not possess the target character attribute.

[0267] In an optional implementation, when, in response to a directional operation targeting a target skill identifier in the skill identifier and a target second indicator icon in the indicator icons, the processor 901 determines the target second virtual character corresponding to the target second indicator icon as the skill caster of the target character skill indicated by the target skill identifier in the target tactic, the processor 901 is configured to:

[0268] In response to a location deployment operation targeting the target skill identifier, a copy identifier of the target skill identifier is displayed on the target panel, and the copy identifier is controlled to move on the target panel following the location deployment operation;

[0269] In response to the end of the location deployment operation, based on the display position of the copy identifier on the target panel, a second indicator icon matching the display position of the copy identifier is determined from the second indicator icons as the target second indicator icon;

[0270] In the target tactic, the second virtual character of the target indicated by the second target indicator icon is identified as the skill caster of the character skill indicated by the target skill identifier.

[0271] In an alternative implementation, the processor 901 is further configured to:

[0272] A location indicator is displayed in the graphical user interface to indicate the skill casting location corresponding to the target character's skill;

[0273] In response to a movement operation on the location indicator, the location indicator is controlled to move within the game scene following the movement operation;

[0274] In response to the end of the movement operation, the skill casting position of the corresponding character in the target tactic is determined based on the display position of the location prompt in the game scene.

[0275] In one optional implementation, the location indicator includes a ring-shaped indicator centered on the target indicator; wherein, the location where the character skill is cast is determined based on the display position of the target indicator in the game scene, and the effective skill range corresponding to the target character skill is determined based on the coverage area of ​​the ring-shaped indicator in the game scene.

[0276] In an alternative implementation, the processor 901 is further configured to:

[0277] The graphical user interface displays location indicators and boundary indicators to indicate the skill casting location corresponding to the target character's skill; wherein, the boundary indicator is used to indicate the boundary of the warning area corresponding to the target camp in the game scene.

[0278] In response to a movement operation on the location indicator, the location indicator is controlled to move within the warning area following the movement operation;

[0279] In response to the end of the movement operation, the skill casting position of the skill caster in the target tactic is determined according to the display position of the location prompt icon in the warning area.

[0280] In one alternative implementation, when controlling the plurality of virtual characters to execute the target tactic, the processor 901 is configured to:

[0281] In response to the tactical execution conditions of the target tactic being met, the plurality of virtual characters are controlled to execute the target tactic; wherein, the tactical execution conditions of the target tactic being met include: detecting that an enemy virtual character enters the warning area corresponding to the target camp in the game scene, or receiving a trigger command for a first virtual control displayed on the graphical user interface.

[0282] In one alternative implementation, when controlling the plurality of virtual characters to execute the target tactic, the processor 901 is configured to:

[0283] The multiple virtual characters are controlled to execute the target tactics according to their behavioral tendencies that match their own character attributes.

[0284] In one alternative implementation, when controlling the plurality of virtual characters to execute the target tactic, the processor 901 is configured to:

[0285] In response to detecting that an enemy virtual character has entered the warning area corresponding to the target camp in the game scene, the system controls the multiple virtual characters to execute the target tactics according to the target formation layout.

[0286] In one alternative implementation, when controlling the plurality of virtual characters to execute the target tactic, the processor 901 is configured to:

[0287] In response to receiving a trigger command for the first virtual control, the target second virtual character indicated by the target second indicator icon is controlled to release the target character skill in the game scene according to the target tactic.

[0288] In an optional implementation, during the process of controlling the plurality of virtual characters to execute the target tactic, the processor 901 is further configured to:

[0289] The graphical user interface displays the character identifiers corresponding to the various virtual characters.

[0290] In response to a trigger operation targeting a target character identifier, an attack indicator identifier corresponding to the virtual character indicated by the target character identifier is displayed on the graphical user interface; wherein, the attack indicator identifier is used to indicate the trigger range of the attack behavior corresponding to the virtual character in the game scene.

[0291] In an alternative implementation, the processor 901 is further configured to:

[0292] In response to a trigger operation on the first virtual control, the game time is advanced forward by a preset duration.

[0293] In an alternative implementation, the processor 901 is further configured to:

[0294] In response to the end of the triggering operation on the first virtual control, a second virtual control is displayed on the graphical user interface; wherein the second virtual control displays a progress indicator to indicate the progress of the game's time advancement.

[0295] Based on the progress of the in-game time, update the display style of the progress indicator to obtain a progress indicator that matches the progress.

[0296] Based on the electronic device provided in this application embodiment, a game scene is displayed on a graphical user interface. In response to a target operation targeting a target camp, a target panel is displayed on the graphical user interface. In response to a deployment operation targeting multiple graphic markers on the target panel, the formation positions of the multiple graphic markers on the target panel are updated, and based on the updated formation positions of the multiple graphic markers, target tactics are determined for multiple virtual characters. The multiple virtual characters are then controlled to execute the target tactics. Thus, without involving switching between three-dimensional game scenes, this application allows players to directly access and display a target panel for formulating complete tactical plans within the current game scene. This allows for the phased formulation and execution of the overall tactical plan in the game, facilitating players' observation of the overall execution effect of the tactical plan and improving the flexibility of tactical formulation and adjustment in the game.

[0297] Based on the same inventive concept, embodiments of this application also provide a computer-readable storage medium storing a computer program, which is executed by a processor, wherein the processor performs the following steps:

[0298] The game scene is displayed on a graphical user interface; wherein the game scene includes a target camp;

[0299] In response to a target operation targeting the target camp, a target panel is displayed on a graphical user interface; wherein the target panel includes multiple graphic icons and multiple formation positions, the multiple graphic icons include at least one indicator icon corresponding to multiple virtual characters of the target camp, and each formation position has a corresponding tactic;

[0300] In response to the deployment operation for the multiple graphic icons on the target panel, the formation positions of the multiple graphic icons on the target panel are updated, and the target tactics arranged for the multiple virtual characters are determined based on the updated formation positions of the multiple graphic icons.

[0301] Control the multiple virtual characters to execute the target tactics.

[0302] In one alternative implementation, the plurality of virtual characters belong to a plurality of different character types, and the indicator icons indicated by the virtual characters of different character types are displayed in different lineup positions on the target panel.

[0303] In one optional implementation, the plurality of formation positions are distributed in a first display area on the target panel, and the plurality of indicator icons are respectively displayed in the plurality of formation positions within the first display area; wherein, the plurality of formation positions correspond to the positions of multiple characters in the formation layout, and the formation position corresponding to the indicator icon at the initial display time is determined according to the position of the virtual character indicated by the indicator icon in the initial formation layout, and the initial formation layout represents the formation layout of the plurality of virtual characters at the target camp at the initial display time.

[0304] In one optional implementation, the first display area is divided into a first sub-display area and a second sub-display area; wherein, the first lineup position among the plurality of lineup positions is distributed and displayed in the first sub-display area, and the second lineup position among the plurality of lineup positions is distributed and displayed in the second sub-display area, wherein the first lineup position corresponds to the role position of the outgoing lineup in the formation layout, and the second lineup position corresponds to the role position of the defending lineup in the formation layout.

[0305] In one optional implementation, the plurality of graphic icons further includes skill icons, and the target panel includes a second display area; wherein the skill icons are displayed in the second display area, and the character skill indicated by the skill icons is determined based on a first virtual character among the plurality of virtual characters that possesses the target character attribute.

[0306] In one alternative implementation, the processor is further configured to:

[0307] In response to the first indicator icon being displayed at the target lineup position on the target panel, the skill icon is displayed in the second display area; wherein, the first indicator icon represents the indicator icon corresponding to the first virtual character, and the target lineup position represents the lineup position where the displayed tactics match the attributes of the target character.

[0308] In one alternative implementation, the processor is further configured to:

[0309] Based on the position of the first indicator icon on the target panel, a first character skill matching the position is determined from the character skills of the first virtual character, and the first skill icon corresponding to the first character skill is displayed in the second display area; wherein, the first indicator icon represents the indicator icon corresponding to the first virtual character;

[0310] In response to a change in the position of the first indicator icon on the target panel, a second character skill matching the updated position is determined from the character skills of the first virtual character.

[0311] Switch the display of the first skill icon to the second skill icon corresponding to the second character's skill.

[0312] In an optional implementation, when updating the formation positions of the plurality of graphic icons on the target panel in response to a deployment operation targeting the positions of the plurality of graphic icons on the target panel, and determining a target tactical arrangement for the plurality of virtual characters based on the updated formation positions of the plurality of graphic icons, the processor is configured to:

[0313] In response to the deployment operation for the positions of the plurality of indicator icons on the target panel, the array positions of the plurality of indicator icons in the first display area are updated;

[0314] In response to the completion of the location deployment operation, the initial formation layout is adjusted according to the updated formation positions of the multiple indicator icons, and the target formation layout corresponding to the multiple virtual characters in the target tactic is determined.

[0315] In an optional implementation, when adjusting the initial formation layout based on the updated formation positions according to the plurality of indicator icons to determine the target formation layout corresponding to the plurality of virtual characters in the target tactic, the processor is configured to:

[0316] Based on the updated lineup position of the indicator icon and the corresponding role position, the role position of the virtual character indicated by the indicator icon in the target tactic is determined.

[0317] In an optional implementation, when updating the formation positions of the plurality of graphic icons on the target panel in response to a deployment operation targeting the positions of the plurality of graphic icons on the target panel, and determining a target tactical arrangement for the plurality of virtual characters based on the updated formation positions of the plurality of graphic icons, the processor is configured to:

[0318] In response to the deployment operation for the positions of the plurality of indicator icons on the target panel, the array positions of the plurality of indicator icons in the first display area are updated;

[0319] In response to the end of the location deployment operation, based on the indicator icon displayed in the first formation position at the current moment, the virtual character indicated by the indicator icon is determined from the plurality of virtual characters as the virtual character located in the deployment formation in the target tactic;

[0320] Based on the indicator icon displayed in the second formation position at the current moment, the virtual character indicated by the indicator icon is determined from the plurality of virtual characters as the virtual character located in the defending formation in the target tactic.

[0321] In an optional implementation, when updating the formation positions of the plurality of graphic icons on the target panel in response to a deployment operation targeting the positions of the plurality of graphic icons on the target panel, and determining a target tactical arrangement for the plurality of virtual characters based on the updated formation positions of the plurality of graphic icons, the processor is configured to:

[0322] In response to a directional operation targeting the target skill identifier in the skill identifier and the target second indicator icon in the indicator icon, the target second virtual character corresponding to the target second indicator icon is determined as the skill caster of the target character skill indicated by the target skill identifier in the target tactic; wherein, the second indicator icon is the indicator icon of the second virtual character, and the second virtual character is a virtual character that does not possess the target character attribute.

[0323] In an optional implementation, when, in response to a directional operation targeting a target skill identifier in the skill identifier and a target second indicator icon in the indicator icons, the target second virtual character corresponding to the target second indicator icon is determined as the skill caster of the target character skill indicated by the target skill identifier in the target tactic, the processor is configured to:

[0324] In response to a location deployment operation targeting the target skill identifier, a copy identifier of the target skill identifier is displayed on the target panel, and the copy identifier is controlled to move on the target panel following the location deployment operation;

[0325] In response to the end of the location deployment operation, based on the display position of the copy identifier on the target panel, a second indicator icon matching the display position of the copy identifier is determined from the second indicator icons as the target second indicator icon;

[0326] In the target tactic, the second virtual character of the target indicated by the second target indicator icon is identified as the skill caster of the character skill indicated by the target skill identifier.

[0327] In one alternative implementation, the processor is further configured to:

[0328] A location indicator is displayed in the graphical user interface to indicate the skill casting location corresponding to the target character's skill;

[0329] In response to a movement operation on the location indicator, the location indicator is controlled to move within the game scene following the movement operation;

[0330] In response to the end of the movement operation, the skill casting position of the corresponding character in the target tactic is determined based on the display position of the location prompt in the game scene.

[0331] In one optional implementation, the location indicator includes a ring-shaped indicator centered on the target indicator; wherein, the location where the character skill is cast is determined based on the display position of the target indicator in the game scene, and the effective skill range corresponding to the target character skill is determined based on the coverage area of ​​the ring-shaped indicator in the game scene.

[0332] In one alternative implementation, the processor is further configured to:

[0333] The graphical user interface displays location indicators and boundary indicators to indicate the skill casting location corresponding to the target character's skill; wherein, the boundary indicator is used to indicate the boundary of the warning area corresponding to the target camp in the game scene.

[0334] In response to a movement operation on the location indicator, the location indicator is controlled to move within the warning area following the movement operation;

[0335] In response to the end of the movement operation, the skill casting position of the skill caster in the target tactic is determined according to the display position of the location prompt icon in the warning area.

[0336] In one alternative implementation, when controlling the plurality of virtual characters to execute the target tactic, the processor is configured to:

[0337] In response to the tactical execution conditions of the target tactic being met, the plurality of virtual characters are controlled to execute the target tactic; wherein, the tactical execution conditions of the target tactic being met include: detecting that an enemy virtual character enters the warning area corresponding to the target camp in the game scene, or receiving a trigger command for a first virtual control displayed on the graphical user interface.

[0338] In one alternative implementation, when controlling the plurality of virtual characters to execute the target tactic, the processor is configured to:

[0339] The multiple virtual characters are controlled to execute the target tactics according to their behavioral tendencies that match their own character attributes.

[0340] In one alternative implementation, when controlling the plurality of virtual characters to execute the target tactic, the processor is configured to:

[0341] In response to detecting that an enemy virtual character has entered the warning area corresponding to the target camp in the game scene, the system controls the multiple virtual characters to execute the target tactics according to the target formation layout.

[0342] In one alternative implementation, when controlling the plurality of virtual characters to execute the target tactic, the processor is configured to:

[0343] In response to receiving a trigger command for the first virtual control, the target second virtual character indicated by the target second indicator icon is controlled to release the target character skill in the game scene according to the target tactic.

[0344] In an alternative implementation, during the process of controlling the plurality of virtual characters to execute the target tactic, the processor is further configured to:

[0345] The graphical user interface displays the character identifiers corresponding to the various virtual characters.

[0346] In response to a trigger operation targeting a target character identifier, an attack indicator identifier corresponding to the virtual character indicated by the target character identifier is displayed on the graphical user interface; wherein, the attack indicator identifier is used to indicate the trigger range of the attack behavior corresponding to the virtual character in the game scene.

[0347] In one alternative implementation, the processor is further configured to:

[0348] In response to a trigger operation on the first virtual control, the game time is advanced forward by a preset duration.

[0349] In one alternative implementation, the processor is further configured to:

[0350] In response to the end of the triggering operation on the first virtual control, a second virtual control is displayed on the graphical user interface; wherein the second virtual control displays a progress indicator to indicate the progress of the game's time advancement.

[0351] Based on the progress of the in-game time, update the display style of the progress indicator to obtain a progress indicator that matches the progress.

[0352] The computer-readable storage medium provided in this application provides a graphical user interface (GUI) for displaying a game scene. In response to a target operation targeting a target camp, a target panel is displayed on the GUI. In response to a deployment operation targeting multiple graphic markers on the target panel, the positions of the multiple graphic markers on the target panel are updated, and target tactics are determined for multiple virtual characters based on the updated positions of the graphic markers. The multiple virtual characters are then controlled to execute the target tactics. Thus, without involving switching between three-dimensional game scenes, this application allows players to directly access and display a target panel for formulating complete tactical plans within the current game scene. This enables the formulation and execution of overall tactical plans in stages during the game, facilitating players' observation of the overall execution effect of the tactical plans and improving the flexibility of tactical formulation and adjustment in the game.

[0353] In this embodiment, the computer-readable storage medium can also execute other machine-readable instructions when the processor runs, to perform the control methods in the game as described in other embodiments. For the specific steps and principles of the control methods in the game, please refer to the description of the method-side embodiment, which will not be repeated here.

[0354] In the embodiments provided in this application, it should be understood that the disclosed systems and methods can be implemented in other ways. The system embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and there may be other division methods in actual implementation. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the coupling or direct coupling or communication connection shown or discussed may be through some communication interface; the indirect coupling or communication connection between systems or units may be electrical, mechanical, or other forms.

[0355] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0356] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0357] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0358] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0359] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A control method for a game, characterized in that, The control method includes: The game scene is displayed on a graphical user interface; wherein the game scene includes a target camp; In response to a target operation targeting the target camp, a target panel is displayed on a graphical user interface; wherein the target panel includes multiple graphic icons and multiple formation positions, the multiple graphic icons include at least one indicator icon corresponding to multiple virtual characters of the target camp, and each formation position has a corresponding tactic; In response to the deployment operation for the multiple graphic icons on the target panel, the formation positions of the multiple graphic icons on the target panel are updated, and the target tactics arranged for the multiple virtual characters are determined based on the updated formation positions of the multiple graphic icons. Control the multiple virtual characters to execute the target tactics.

2. The control method according to claim 1, characterized in that, The multiple virtual characters belong to multiple different character types, and the indicator icons of the virtual characters of different character types are displayed in different lineup positions on the target panel.

3. The control method according to claim 1, characterized in that, The multiple formation positions are distributed in the first display area on the target panel, and the multiple indicator icons are respectively displayed in the multiple formation positions in the first display area; wherein, the multiple formation positions correspond to multiple character positions in the formation layout, and the formation position corresponding to the indicator icon at the initial display time is determined according to the character position of the virtual character indicated by the indicator icon in the initial formation layout, and the initial formation layout represents the formation layout of the multiple virtual characters at the target camp at the initial display time.

4. The control method according to claim 3, characterized in that, The first display area is divided into a first sub-display area and a second sub-display area; wherein, the first lineup position among the plurality of lineup positions is distributed and displayed in the first sub-display area, and the second lineup position among the plurality of lineup positions is distributed and displayed in the second sub-display area, the first lineup position corresponds to the role position of the outgoing lineup in the formation layout, and the second lineup position corresponds to the role position of the defending lineup in the formation layout.

5. The control method according to claim 1, characterized in that, The plurality of graphic icons also include skill icons, and the target panel includes a second display area; wherein, the skill icons are displayed in the second display area, and the character skill indicated by the skill icons is determined based on a first virtual character among the plurality of virtual characters that possesses the target character attribute.

6. The control method according to claim 5, characterized in that, The control method further includes: In response to the first indicator icon being displayed at the target lineup position on the target panel, the skill icon is displayed in the second display area; wherein, the first indicator icon represents the indicator icon corresponding to the first virtual character, and the target lineup position represents the lineup position where the displayed tactics match the attributes of the target character.

7. The control method according to claim 5, characterized in that, The control method further includes: Based on the position of the first indicator icon on the target panel, a first character skill matching the position is determined from the character skills of the first virtual character, and the first skill icon corresponding to the first character skill is displayed in the second display area; wherein, the first indicator icon represents the indicator icon corresponding to the first virtual character; In response to a change in the position of the first indicator icon on the target panel, a second character skill matching the updated position is determined from the character skills of the first virtual character. Switch the display of the first skill icon to the second skill icon corresponding to the second character's skill.

8. The control method according to claim 3, characterized in that, The step of responding to the deployment operation for the multiple graphic icons on the target panel, updating the formation positions of the multiple graphic icons on the target panel, and determining the target tactics arranged for the multiple virtual characters based on the updated formation positions of the multiple graphic icons includes: In response to the deployment operation for the positions of the plurality of indicator icons on the target panel, the array positions of the plurality of indicator icons in the first display area are updated; In response to the completion of the location deployment operation, the initial formation layout is adjusted according to the updated formation positions of the multiple indicator icons, and the target formation layout corresponding to the multiple virtual characters in the target tactic is determined.

9. The control method according to claim 8, characterized in that, The step of adjusting the initial formation layout based on the updated formation positions of the multiple indicator icons, and determining the target formation layout corresponding to the multiple virtual characters in the target tactic, includes: Based on the updated lineup position of the indicator icon and the corresponding role position, the role position of the virtual character indicated by the indicator icon in the target tactic is determined.

10. The control method according to claim 4, characterized in that, The step of responding to the deployment operation for the multiple graphic icons on the target panel, updating the formation positions of the multiple graphic icons on the target panel, and determining the target tactics arranged for the multiple virtual characters based on the updated formation positions of the multiple graphic icons includes: In response to the deployment operation for the positions of the plurality of indicator icons on the target panel, the array positions of the plurality of indicator icons in the first display area are updated; In response to the end of the location deployment operation, based on the indicator icon displayed in the first formation position at the current moment, the virtual character indicated by the indicator icon is determined from the plurality of virtual characters as the virtual character located in the deployment formation in the target tactic; Based on the indicator icon displayed in the second formation position at the current moment, the virtual character indicated by the indicator icon is determined from the plurality of virtual characters as the virtual character located in the defending formation in the target tactic.

11. The control method according to claim 5, characterized in that, The step of responding to the deployment operation for the multiple graphic icons on the target panel, updating the formation positions of the multiple graphic icons on the target panel, and determining the target tactics arranged for the multiple virtual characters based on the updated formation positions of the multiple graphic icons includes: In response to a directional operation targeting the target skill identifier in the skill identifier and the target second indicator icon in the indicator icon, the target second virtual character corresponding to the target second indicator icon is determined as the skill caster of the target character skill indicated by the target skill identifier in the target tactic; wherein, the second indicator icon is the indicator icon of the second virtual character, and the second virtual character is a virtual character that does not possess the target character attribute.

12. The control method according to claim 11, characterized in that, The directional operation in response to the target skill identifier in the skill identifier and the target second indicator icon in the indicator icon, determining the target second virtual character corresponding to the target second indicator icon as the skill caster of the target character skill indicated by the target skill identifier in the target tactic includes: In response to a location deployment operation targeting the target skill identifier, a copy identifier of the target skill identifier is displayed on the target panel, and the copy identifier is controlled to move on the target panel following the location deployment operation; In response to the end of the location deployment operation, based on the display position of the copy identifier on the target panel, a second indicator icon matching the display position of the copy identifier is determined from the second indicator icons as the target second indicator icon; In the target tactic, the second virtual character of the target indicated by the second target indicator icon is identified as the skill caster of the character skill indicated by the target skill identifier.

13. The control method according to claim 11, characterized in that, The control method further includes: A location indicator is displayed in the graphical user interface to indicate the skill casting location corresponding to the target character's skill; In response to a movement operation on the location indicator, the location indicator is controlled to move within the game scene following the movement operation; In response to the end of the movement operation, the skill casting position of the corresponding character in the target tactic is determined based on the display position of the location prompt in the game scene.

14. The control method according to claim 13, characterized in that, The location indicator includes a ring-shaped indicator centered on the target indicator; wherein, the location where the character skill is cast is determined based on the display position of the target indicator in the game scene, and the effective skill range corresponding to the target character skill is determined based on the coverage area of ​​the ring-shaped indicator in the game scene.

15. The control method according to claim 11, characterized in that, The control method further includes: The graphical user interface displays location indicators and boundary indicators to indicate the skill casting location corresponding to the target character's skill; wherein, the boundary indicator is used to indicate the boundary of the warning area corresponding to the target camp in the game scene. In response to a movement operation on the location indicator, the location indicator is controlled to move within the warning area following the movement operation; In response to the end of the movement operation, the skill casting position of the skill caster in the target tactic is determined according to the display position of the location prompt icon in the warning area.

16. The control method according to claim 1, characterized in that, Controlling the multiple virtual characters to execute the target tactics includes: In response to the tactical execution conditions of the target tactic being met, the plurality of virtual characters are controlled to execute the target tactic; wherein, the tactical execution conditions of the target tactic being met include: detecting that an enemy virtual character enters the warning area corresponding to the target camp in the game scene, or receiving a trigger command for a first virtual control displayed on the graphical user interface.

17. The control method according to claim 1, characterized in that, Controlling the multiple virtual characters to execute the target tactics includes: The multiple virtual characters are controlled to execute the target tactics according to their behavioral tendencies that match their own character attributes.

18. The control method according to claim 8, characterized in that, Controlling the multiple virtual characters to execute the target tactics includes: In response to detecting that an enemy virtual character has entered the warning area corresponding to the target camp in the game scene, the system controls the multiple virtual characters to execute the target tactics according to the target formation layout.

19. The control method according to claim 11, characterized in that, Controlling the multiple virtual characters to execute the target tactics includes: In response to receiving a trigger command for the first virtual control, the target second virtual character indicated by the target second indicator icon is controlled to release the target character skill in the game scene according to the target tactic.

20. The control method according to claim 1, characterized in that, In the process of controlling the multiple virtual characters to execute the target tactic, the control method further includes: The graphical user interface displays the character identifiers corresponding to the various virtual characters. In response to a trigger operation targeting a target character identifier, an attack indicator identifier corresponding to the virtual character indicated by the target character identifier is displayed on the graphical user interface; wherein, the attack indicator identifier is used to indicate the trigger range of the attack behavior corresponding to the virtual character in the game scene.

21. The control method according to claim 16, characterized in that, The control method further includes: In response to a trigger operation on the first virtual control, the game time is advanced forward by a preset duration.

22. The control method according to claim 21, characterized in that, The control method further includes: In response to the end of the triggering operation on the first virtual control, a second virtual control is displayed on the graphical user interface; wherein the second virtual control displays a progress indicator to indicate the progress of the game's time advancement. Based on the progress of the in-game time, update the display style of the progress indicator to obtain a progress indicator that matches the progress.

23. A control device for a game, characterized in that, The control device includes: A scene display module is used to display a game scene on a graphical user interface; wherein, the game scene includes a target camp; A panel display module is used to display a target panel on a graphical user interface in response to a target operation targeting the target camp; wherein the target panel includes multiple graphic icons and multiple formation positions, the multiple graphic icons include at least one indicator icon corresponding to multiple virtual characters of the target camp, and each formation position has a corresponding tactic; The tactical adjustment module is used to update the formation positions of the multiple graphic icons on the target panel in response to the position deployment operation of the multiple graphic icons on the target panel, and determine the target tactics arranged for the multiple virtual characters based on the updated formation positions of the multiple graphic icons. The tactical execution module is used to control the multiple virtual characters to execute the target tactics.

24. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, they perform the steps of the control method in the game as described in any one of claims 1 to 22.

25. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the control method in the game as described in any one of claims 1 to 22.