Game object control method and apparatus, terminal device, and computer storage medium

CN122912475APending Publication Date: 2026-10-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202611080638.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-07-20
Publication Date
2026-10-16

AI Technical Summary

Technical Problem

在此模式下,若玩家意图在远离当前视口的场景区域生成召唤物,终端设备需频繁接收玩家基于主观估算输入的坐标数据,并重复执行位置合法性校验、物理碰撞检测以及场景匹配运算,产生了大量无效计算,无谓地增加了终端处理器的运算负载与功耗

Benefits of technology

[0008]本公开提供的游戏对象的控制方法、装置、终端设备和计算机存储介质,通过响应第一对象部署操作在基于第一对象确定的第一位置处生成虚拟对象、以及响应第二对象部署操作在基于游戏场景对应的虚拟地图确定的第二位置处生成虚拟对象,在同一虚拟对象生成框架下实现了“就近快速投放”与“远程精准布局”两种可灵活切换的部署模式,使玩家能够根据实时战况在自身周边即时投放虚拟对象、或在远离自身的战术要地提前布控虚拟对象;有效解决了现有技术中召唤物部署方式单一、策略性不足的问题,丰富了玩家的战术选择空间和操作深度,还降低了进行虚拟对象部署时的终端处理器的运算负载与功耗。

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Abstract

The present disclosure provides a game object control method and device, a terminal device and a computer storage medium. A graphical user interface is provided by the terminal device, and at least part of a game scene is displayed in the graphical user interface. The game scene includes a first object controlled by the terminal device. The method comprises: in response to a first object deployment operation, controlling generation of a virtual object associated with the first object at a first position determined based on the first object; and in response to a second object deployment operation, controlling generation of a virtual object associated with the first object at a second position determined based on a virtual map corresponding to the game scene.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to methods, devices, terminal equipment, and computer storage media for controlling game objects. Background Technology

[0002] In related technologies, when game systems handle summoning or deployment skills, the player-controlled game character typically generates summoned creatures around its current location. These summoned creatures are usually configured to follow the player character's movement or operate with completely independent logic within the game scene. In this mode, if the player intends to generate a summoned creature in a scene area far from the current viewport, the terminal device needs to frequently receive coordinate data input by the player based on subjective estimations and repeatedly perform position validity checks, physical collision detection, and scene matching calculations. This generates a large amount of unnecessary computation, unnecessarily increasing the computational load and power consumption of the terminal processor. Summary of the Invention

[0003] This disclosure provides a method, apparatus, terminal device, and computer storage medium for controlling game objects, to at least partially solve the aforementioned problems existing in the related art.

[0004] In a first aspect, this disclosure provides a method for controlling a game object, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a game scene, and the game scene includes a first object controlled by the terminal device. The method includes: in response to a first object deployment operation, controlling the generation of a virtual object associated with the first object at a first location determined based on the first object; and in response to a second object deployment operation, controlling the generation of a virtual object associated with the first object at a second location determined based on a virtual map corresponding to the game scene.

[0005] Secondly, this disclosure provides a control device for game objects, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene, and the game scene includes a first object controlled by the terminal device. The device includes: a first deployment module, configured to, in response to a first object deployment operation, control the generation of a virtual object associated with the first object at a first location determined based on the first object; and a second deployment module, configured to, in response to a second object deployment operation, control the generation of a virtual object associated with the first object at a second location determined based on a virtual map corresponding to the game scene.

[0006] Thirdly, this disclosure provides a terminal device, including: a processor, a memory, and computer program instructions stored in the memory and executable on the processor; the processor implements any of the above methods when executing the computer program instructions.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer program instructions, which, when executed by a processor, are used to implement any of the above methods.

[0008] The game object control method, device, terminal equipment, and computer storage medium disclosed herein generate virtual objects at a first location determined based on the first object in response to a first object deployment operation, and generate virtual objects at a second location determined based on a virtual map corresponding to the game scene in response to a second object deployment operation. Under the same virtual object generation framework, it realizes two flexible deployment modes: "rapid deployment nearby" and "precise deployment remotely". This allows players to instantly deploy virtual objects around themselves according to the real-time battle situation, or pre-deploy virtual objects in tactical locations far away from themselves. It effectively solves the problems of single deployment methods and insufficient strategic depth of summoned objects in the prior art, enriches the player's tactical choice space and operational depth, and also reduces the computational load and power consumption of the terminal processor when deploying virtual objects. Attached Figure Description

[0009] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0010] Figure 1 A schematic diagram of a game system with hardware environment provided in one implementation of this disclosure;

[0011] Figure 2 This is a flowchart of the control method for the game object provided in one implementation of this disclosure; Figure 3 This is a schematic diagram of the interface for the first deployment operation provided in one implementation of this disclosure; Figure 4 This is a schematic diagram of the interface for the second deployment operation provided in one implementation of this disclosure; Figure 5 This is a schematic diagram of the control device for a game object provided in one implementation of this disclosure; Figure 6 This is a schematic diagram of the hardware structure of the terminal device provided in one implementation of this disclosure. Detailed Implementation

[0012] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0013] For ease of understanding, the prior art involved in this disclosure will first be described in detail: In competitive games, player-controlled characters typically possess summoning or deployment skills, used to generate summons with independent capabilities within the game environment to assist players in achieving game objectives. For example, in asymmetrical competitive games, after a player triggers a summoning skill, the game system generates a summon near the player's location. This summon only possesses basic attack or blocking functions and moves with the player character after its generation. Similarly, in tower defense or positional warfare games, players can usually only place summons at pre-set fixed anchor points. Once placed, summons cannot be further controlled by the player; players typically only observe the summon's behavior as spectators or commanders. It can be seen that the deployment methods for summons in existing game systems are relatively simple. Furthermore, after a summon is generated, players can usually only observe or simply command it, resulting in a weak interaction between the summon and the player character, limiting the strategic richness of summons in the game.

[0014] To address the aforementioned issues, this disclosure proposes the following technical concept: By constructing a "dual-mode deployment" mechanism within the same summon generation framework, players can either deploy a first object to determine the nearest location based on the player-controlled first object's own position and generate a virtual object associated with the first object, or deploy a second object to remotely determine the second location based on the virtual map corresponding to the game scene and generate the same virtual object. The two deployment modes share skill cooldown time and are mutually exclusive, thus providing players with two flexible deployment strategies—"rapid deployment nearby" and "precise remote deployment"—without changing the virtual object generation logic. Building upon this foundation, this disclosure further configures virtual object attributes that change with the attack, and removes virtual objects when their attributes fall below a preset threshold, thus achieving lifecycle management of virtual objects. Simultaneously, by responding to an object merging command when the first object and the target virtual object satisfy a preset positional relationship, the first object and the target virtual object are merged and switched to become the target object, completing state transitions such as attribute ownership changes and skill bar replacements, achieving deep integration and interaction between the player character and summoned creatures. It also supports re-separating the target object into the first object and the target virtual object when certain conditions are met. Furthermore, this disclosure uses a coordinated attack command to synchronously control the first object and all virtual objects generated in the game scene to perform the same target attack behavior at their respective locations, achieving unified command of multiple summoned creatures. Through these technical means, this disclosure effectively solves the problems of limited summoned creature deployment methods and insufficient strategic depth in existing technologies, enriching the player's tactical choices and operational depth, and reducing the computational load and power consumption of the terminal processor when deploying virtual objects.

[0015] Based on the above, the specific details of each technical solution provided in this disclosure will be described in detail below.

[0016] First, the hardware environment required for this disclosure will be introduced.

[0017] In an optional implementation, the control method, apparatus, storage medium, and terminal device for the game object provided in this disclosure can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc., and may also include a client, which can be a game client, browser client, instant messaging client, or mini-program. The server can be a standalone physical server, a server cluster consisting of multiple physical servers, or a distributed game system. It can also be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.

[0018] For example, when this disclosure is used on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters move. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device can provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.

[0019] For example, when this disclosure is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The execution of the game application and the presentation of the game screen are separate; the storage and execution of the game application are completed on the server, while the presentation of the game screen is completed on the client. The client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.

[0020] It should be noted that the executing entity in this disclosure can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This application does not limit the type of executing entity.

[0021] For example, in conjunction with the above description, Figure 1 A game system for implementing this disclosure is shown. The game system may include at least one client device 10, at least one server 20, and a network 30. The client device 10 held by a user can connect to different servers 20 via the network 30. The client device 10 is any device with computing hardware capable of supporting and executing game-related software applications.

[0022] In the aforementioned game system, players log in to the game application using their registered game accounts to control the virtual character corresponding to those accounts and participate in the game. During the player's participation in the game through the application, the client device 10 and server 20 exchange data. The client device 10 sends various information to the server 20, and the server 20 determines the display data for the client device 10 based on the game mechanics and the received information, then sends the display data back to the client device 10 so that the client device 10 can display the data sent by the server 20 to the player.

[0023] In potential application scenarios, different client devices 10 may be served by different servers 20, or they may be served by the same server 20. When the game system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Furthermore, the game system may include at least one database for continuously storing game-related information when different users are playing multi-user games online.

[0024] It should be noted that in this disclosure, multiple terminal devices run the same virtual game, and data interaction between these devices can be achieved through a game server. Sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the game server, and the game server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the game server, which is the same data that terminal device 2 sent to the game server. Alternatively, a game server may not exist, and terminal device 1 can directly send game data to terminal device 2.

[0025] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system described in this disclosure is intended to more clearly illustrate the technical solutions of this disclosure and does not constitute a limitation on the technical solutions provided in this disclosure. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this disclosure are equally applicable to similar technical problems.

[0026] The preceding text described the hardware environment required for this disclosure. The following text, based on the aforementioned hardware environment and using a terminal device as the execution subject, will detail various embodiments of the game object control method provided in this disclosure. The terminal device can be either the aforementioned client device or the aforementioned local terminal device.

[0027] Please refer to Figure 2 This is a flowchart of a game object control method provided in one implementation of this disclosure. In this method, a graphical user interface is provided through a terminal device, which displays at least a portion of the game scene, including a first object controlled by the terminal device. As shown in the figure, the game object control method includes the following steps: Step S1: In response to the deployment operation of the first object, at a first location determined based on the first object, control the generation of a virtual object associated with the first object.

[0028] In this context, a graphical user interface (GUI) refers to a visual interactive interface on a terminal device that presents game content to the player and receives player input. In one optional implementation, the GUI displays at least a portion of the game scene and interactive controls for various operations. Players can generate corresponding operation commands by interacting with the GUI, and the terminal device updates the displayed content based on these commands. For example, the GUI could be a landscape game interface rendered on a smartphone touchscreen, with a virtual joystick and multiple skill buttons at the bottom and the current game screen displayed in the center. Alternatively, the GUI could be an interface displayed on a TV, tablet, or other display device via screen mirroring or cloud gaming, allowing players to interact with the interface using a gamepad, stylus, or touchscreen.

[0029] In this context, a game scene refers to a virtual environment that provides activity space for game objects. In one optional implementation, the game scene may include scene elements such as terrain, buildings, passageways, and interactive objects. Game objects can move, fight, and deploy within the game scene. The graphical user interface typically displays only a portion of the game scene, and the displayed scene content changes as the first object moves or the camera adjusts. For example, a game scene could be a closed architectural map containing multiple rooms, corridors, and courtyards, with different rooms connected by doorways and passageways. Alternatively, a game scene could be an outdoor map divided into multiple functional areas, each containing scene facilities necessary for game objects to complete their objectives.

[0030] The first object refers to a game character controlled through a terminal device and participating in the game. In an optional implementation, the first object is a virtual character directly controlled by the player through operation commands in the graphical user interface. This character can move within the game scene and trigger deployment operations to generate associated virtual objects within the game scene. For example, in an asymmetrical competitive game, the first object could be an attacking character selected and controlled by the player, possessing summoning / deployment skills. Alternatively, the first object could be a commanding character controlled by the player, who needs to deploy multiple cooperative units in the scene to complete offensive and defensive tasks.

[0031] The first object deployment operation refers to an interactive operation triggered by the player targeting a first object, used to determine the virtual object's spawn location in the game scene in a proximity manner. In an optional implementation, the first object deployment operation determines the landing point by referencing the first object's current position in the game scene. The player can enter the deployment site selection state by dragging the deployment skill button and select a landing point within the deployable range around the first object using the location guide on the interface. For example, the first object deployment operation can be an operation where the player presses and drags the deployment skill button in the lower right corner of the graphical user interface, putting the deployment skill button into joystick mode, thereby determining a landing point around the first object. Alternatively, the first object deployment operation can also be an operation where the player clicks on a legal location on the ground within the deployable range around the first object to specify the landing point.

[0032] Here, the first position refers to the scene location determined based on the first object, used to generate virtual objects in the game scene. In an optional implementation, the first position is located within the deployable range with reference to the first object, and its specific coordinates are determined by the landing point pointed to by the position guide during the deployment operation of the first object. It typically needs to meet legality constraints such as being on a horizontal, standable platform. For example, the first position could be the landing point coordinates on the ground corresponding to the end of the directional guide line originating from the first object when the player drags the deployment button. Alternatively, the first position could also be the ground coordinates pointed to by the position guide when the player finally releases the button within the deployable range restricted by the first object. Furthermore, the aforementioned legality constraints could also include ensuring that the landing point coordinates do not collide or overlap with other deployed virtual objects or scene obstacles, and that the landing point coordinates are within the current visible field of view of the graphical user interface, to avoid generating virtual objects in map blind spots invisible to the player.

[0033] In this context, a virtual object refers to a summonable game object generated in the game scene in response to a deployment operation and associated with a first object. In an optional implementation, the virtual object is generated by the first object through a deployment operation, is associated with the first object in terms of game ownership, can possess an independent model form and behavioral capabilities, and can further interact with the first object when specific conditions are met. For example, a virtual object can be a summoned unit with independent health points, summoned by the first object through a deployment skill and further controlled by the player, and is displayed on the minimap with a corresponding location marker. Alternatively, a virtual object can also be a tactical unit deployed by the first object at a designated location to provide attack or blocking functions in the scene; multiple virtual objects can coexist in different areas of the game scene simultaneously.

[0034] In an optional implementation, the process of the first object deployment operation determining the first location and generating the virtual object can be accompanied by corresponding interface feedback and state changes. For example, after the player releases their hand to confirm the first object deployment operation, the terminal device controls the first object to play a summoning action and generates a model of the virtual object at the first location. At the same time, the corresponding attribute status (such as a health bar) is displayed above the virtual object's head, and a location marker for the virtual object is added to the corresponding location on the minimap. Alternatively, if a virtual object associated with the first object already exists in the scene area corresponding to the first location, the terminal device can control the original virtual object to disappear and be replaced by a newly generated virtual object, thereby limiting the number of virtual objects in a single area.

[0035] It is understood that in step S1, the terminal device uses the position of the first object itself as a reference, responds to the player's first object deployment operation, determines the first position nearby, and generates a virtual object associated with the first object at that position, thereby providing the player with a "nearby and fast deployment" deployment method, enabling the player to deploy virtual objects in the surrounding area in real time during the battle to provide support.

[0036] Step S2: In response to the second object deployment operation, at a second location determined based on the virtual map corresponding to the game scene, a virtual object associated with the first object is generated.

[0037] The second object deployment operation refers to an interactive operation triggered by the player on the first object, used to remotely determine the virtual object's spawn location based on a virtual map corresponding to the game scene. In an optional implementation, the second object deployment operation differs from nearby deployment based on the first object's own location. Instead, it involves activating a virtual map corresponding to the game scene, allowing the player to select a scene location far from the first object's current location from a global perspective for deployment. For example, the second object deployment operation could be the player clicking a deployment skill button in the graphical user interface, thereby expanding a panoramic game map and selecting the target scene location on the map. Alternatively, the second object deployment operation could also be the player selecting a scene area in the virtual map interface and then confirming a specific location within that scene area to complete remote deployment.

[0038] The virtual map refers to a map interface corresponding to the game scene, used to present a thumbnail view of the overall layout of the game scene. In an optional implementation, the virtual map is used to display at least several scene areas in the game scene in thumbnail format. Players can view the distribution and status of each scene area on the virtual map and select target locations for deploying virtual objects. For example, the virtual map can be a panoramic room map that unfolds in response to a second object deployment operation, where each room in the game scene and its interactive status are presented in thumbnail form. Alternatively, the virtual map can also be a strategic map view covering the entire outdoor map, in which functional areas and key scene locations within them that can be deployed are marked.

[0039] The second location refers to the scene location determined based on the virtual map corresponding to the game scene, used to generate virtual objects within the game scene. In an optional implementation, the second location is the scene location within the game scene used for the second object to complete the target game task. The player selects the second location from multiple candidate scene locations using the virtual map, thereby remotely deploying the virtual object at a tactical location at a certain distance from the current location of the first object. For example, the second location could be the scene coordinates within the selected target room on the virtual map, next to a key facility for the second object to perform its task. Alternatively, the second location could be the scene coordinates selected by the player on the virtual map, located near a passage that the enemy is bound to take, used to pre-position the movement route of the second object.

[0040] The second object refers to a game object that shares the game scene with the first object and is configured to complete target game tasks within the game scene. In an optional implementation, the second object and the first object belong to different game role positions. The second object needs to complete its game tasks at specific locations in the game scene, while the first object can interfere with or obstruct the second object's task completion by remotely deploying virtual objects at these task-related locations. For example, the second object could be a game character that needs to travel to a specific facility to complete a transport or collection task in the game scene. Alternatively, the second object could be a game character that needs to pass through specific passages or strongholds to achieve objectives such as evacuation.

[0041] In an optional implementation, regardless of whether the first position is determined through the first object deployment operation in step S1 or the second position is determined through the second object deployment operation in step S2, the virtual objects generated at the corresponding positions are all associated with the same first object in terms of game ownership, and the two deployment operations reuse the same virtual object generation logic. For example, virtual objects generated through nearby or remote deployment maintain consistency in model form, attribute configuration, and subsequent interactive capabilities, but differ in the method of determining the landing point, thereby achieving unification of the two deployment modes within the same skill framework.

[0042] In a specific application, taking asymmetrical competitive matches as an example, the first object is a game character with deployment skills, whose deployable virtual objects are tactical units with independent health. The second object is the other game character who needs to complete resource transport across multiple strongholds within the scene and ultimately evacuate. In the early stages of the match, the player of the first object wants to deploy defenses in key strongholds far from the combat zone, thus triggering the deployment operation of the second object. The graphical user interface unfolds a virtual map corresponding to the current map. The virtual map presents multiple room areas within the game scene in thumbnail form. Rooms with resource strongholds (for the second object to complete its tasks) are displayed as interactive, while the other rooms are grayed out and unselectable. The player selects a room with a stronghold on the virtual map and confirms. The graphical user interface then collapses the virtual map, the camera switches back to the battlefield, and after the first object plays a summoning action, the game system generates a virtual object associated with the first object at a second location next to the stronghold in that room. At the same time, a location marker for the virtual object is added to the corresponding location on the minimap. As the game progressed into the mid-game, both sides engaged in fierce combat in another area. The player controlling the first target determined that immediate support needed to be deployed around them, so they switched to the first target deployment controls. By holding down and dragging the deployment skill button, they entered the site selection state. The graphical user interface displayed a deployment range limit circle centered on the first target, and a real-time directional guide line appeared between the button and the aiming point, with a landing point icon displayed on the ground at the end of the guide line. After the player adjusted the landing point to the first position beside them and released the button, the game system immediately generated another virtual object associated with the first target at that first position. Thus, the player controlling the first target used both long-range precise deployment and nearby rapid deployment modes in the same game, flexibly generating multiple virtual objects in different areas of the game scene, achieving both pre-planning of the second target's mission route and real-time support.

[0043] Through the above steps, the game object control method provided in this disclosure generates virtual objects at a first location determined by the first object in response to a first object deployment operation, and generates virtual objects at a second location determined by a virtual map corresponding to the game scene in response to a second object deployment operation. Under the same virtual object generation framework, it realizes two flexible deployment modes: "rapid deployment nearby" and "precise deployment remotely". This allows players to deploy virtual objects around themselves in real time according to the real-time battle situation, or to pre-deploy virtual objects in tactical locations far away from themselves. It effectively solves the problems of single deployment methods and insufficient strategic depth of summoned objects in the prior art, enriches the player's tactical choice space and operational depth, and also reduces the computing load and power consumption of the terminal processor when deploying virtual objects.

[0044] Furthermore, in one embodiment of this disclosure, the step of controlling the generation of a virtual object associated with the first object at a first location determined based on the first object in response to a first object deployment operation includes: In response to a first object deployment operation, a deployment range identifier and a deployment location identifier centered on the first object are displayed in the graphical user interface, wherein the display position of the deployment location identifier within the deployment range identifier changes with the first object deployment operation; In response to the completion of the first object deployment operation, the control determines the scene location indicated by the deployment location identifier as the first location, and generates the virtual object at the first location.

[0045] The deployment range identifier is a visual element centered on the first object, used to indicate the boundary of the deployable area in the graphical user interface. In an optional implementation, the deployment range identifier visually defines the valid range of selectable landing points for the deployment operation of the first object; the landing point must be within this valid range to be valid. For example, the deployment range identifier can be a circular restriction circle drawn with the first object as the center and a preset deployment radius. Alternatively, the deployment range identifier can also be a highlighted outline of the area surrounding the first object and covering the surrounding platforms where it can stand.

[0046] The deployment location indicator refers to a visual element within the deployment range area that indicates the currently selected landing point. In an optional implementation, the deployment location indicator provides real-time feedback to the player on the location of the currently aimed landing point and moves within the deployment range area area as the player performs actions (e.g., a first object deployment action), helping the player accurately locate the desired deployment position. For example, the deployment location indicator could be a landing point icon displayed on the ground at the end of a directional guide line. Alternatively, the deployment location indicator could be a highlighted cursor or landing point circle that slides within a restricted area as the player drags it.

[0047] The phrase "deployment location indicator follows the deployment operation of the first object" means that the display position of the deployment location indicator within the deployment range indicator is updated in real time according to the player's operation. In an optional implementation, a deployment skill button can be displayed in the graphical user interface, and the deployment operation of the first object can be a drag operation of the player on the deployment skill button. During the process of the player dragging the deployment skill button, changing the drag direction or drag range will move the deployment location indicator within the restricted area, thereby adjusting the intended landing point. For example, when the player drags the deployment button to the left, the deployment location indicator moves to the left of the first object; when the player drags it to the right, the deployment location indicator moves to the right of the first object. Furthermore, the greater the drag range, the closer the deployment location indicator is to the edge of the deployment range indicator, thus selecting a farther landing point within the restricted area.

[0048] The completion of the first object deployment operation refers to the event where the player ends the current nearest deployment selection interaction. In an optional implementation, continuing with the deployment skill button as an example, the completion of the first object deployment operation can be triggered by the player releasing the dragged deployment skill button. The scene position indicated by the deployment location marker at the end of the operation is then determined as the first position. For example, if the player releases the button after adjusting the deployment location marker to a satisfactory landing point, the completion of the first object deployment operation is triggered. Alternatively, if the deployment location marker lands exactly on a valid position when the player releases the button during dragging, the drag operation ends, and a virtual object is generated at that valid position.

[0049] Please refer to Figure 3 This is a schematic diagram of the interface for the first deployment operation provided in one implementation of this disclosure. As shown in the figure, the graphical user interface 300 displays a first object 301 controlled by the player and a deployment skill button 302 corresponding to the deployment skill configured on the first object 301. When the player presses and holds the deployment skill button 302 in the graphical user interface 300, the game system switches the deployment skill button 302 to a deployment wheel 303 in the graphical user interface 300, and displays a circular deployment range marker 304 centered on the first object 301 and a deployment position marker 305 in the form of a landing point icon at the end of the directional guide line originating from the first object. When a player drags the deployment skill button 302 within the deployment wheel 303, changing the relative position between the button 302 and the wheel 303, the game system obtains the relative offset vector generated by the dragging operation. This offset vector is normalized and multiplied by a preset mapping ratio to obtain the target offset coordinates within the deployment range identifier 304 plane. Using the current position of the first object 301 in the game scene as the origin, the system controls the direction guide line and the corresponding position of the deployment position identifier 305 within the deployment range identifier 304 to move in real time according to these target offset coordinates. For example, if the player drags the deployment skill button 302 to the left of the deployment wheel 303 a first preset distance, the deployment position identifier 305 will shift horizontally to the left of the first object 301 by a first percentage of the scene distance. Similarly, if the player drags the deployment skill button 302 to the upper right of the deployment wheel 303, the deployment position identifier 305 will move to the upper right of the first object 301 by the same mapping ratio, thus achieving precise selection of the first position for deploying virtual objects within the deployment range.

[0050] Through the steps described above, the game object control method provided in this disclosure, by displaying a deployment range marker centered on the first object and a deployment position marker that changes with the operation in real time during the deployment process, allows players to intuitively and accurately select a landing point within the legal range, and at the end of the operation, determine it as the first position to generate a virtual object. This solution effectively improves the operability and landing point accuracy of proximity deployment, reduces the operational difficulty and probability of misoperation for players during rapid deployment, and improves the real-time feedback and game experience of deployment interaction.

[0051] Furthermore, in one embodiment of this disclosure, the game scene is used to provide a game environment for the first object and the second object, the second object is configured to complete a target game task in the game scene, and the second position is a scene position in the game scene used for the second object to complete the target game task.

[0052] The game environment refers to a virtual space where a first object and a second object engage in combat and interaction within the same game. In an optional implementation, the game environment is comprised of a game scene, which simultaneously accommodates the first and second objects, each with different role roles, and the two sides engage in a game based on their respective objectives. For example, the game environment could be a closed-loop map where the first and second objects compete. The first object's objective could be to eliminate a certain number of second objects in the game, while the second object's objective could be to collect specific game resources by utilizing a second location set within the game scene, while avoiding elimination by the first object.

[0053] Here, the target game objective refers to the game goal that the second object needs to achieve in the game scene. In an optional implementation, the target game objective typically requires the second object to travel to a specific location in the game scene to perform an operation, while the first object can interfere by deploying virtual objects near these specific locations. For example, the target game objective could be the second object traveling to a second location with a resource outpost to move a specified resource. Alternatively, the target game objective could also be the second object evacuating through a specific passage or exit.

[0054] The second location, defined as the scene location where the second object completes the target game task, refers to a location within the game scene closely related to the second object's task completion. In an optional implementation, the second location corresponds to a key facility or essential location upon which the target game task depends; remotely deploying a virtual object at this location by the first object can directly impact the second object's task completion. For example, the second location could be ground coordinates next to a resource outpost, where deploying a virtual object could hinder the second object's resource transport. Alternatively, the second location could be coordinates near the entrance to an evacuation route, where deploying a virtual object could block the second object's evacuation route.

[0055] In a specific application, in a game, the first target is the defending player, and the second target is the attacking player who needs to move resources and retreat. The game scenario provides a shared gaming environment for both. The second target's objective is to move resources from several resource points within the game scenario. To prevent the first target from completing this objective, the player of the first target remotely deploys a virtual object at a second location next to a resource point, which is where the second target can complete its objective. This causes the second target to be blocked and attacked by the virtual object when it tries to move resources to the resource point.

[0056] Through the steps described above, the game object control method disclosed herein, by explicitly setting the second position as a scene location within the game scenario for the second object to complete the target game task, enables the remote deployment of the first object to precisely target the key nodes of the second object's task. This solution effectively enhances the tactical targeting of remote deployment, closely links the control of virtual objects with the game objective, enriches the strategic space for both sides to engage in gameplay around task nodes, and improves the strategic depth and fair competition of the game.

[0057] Furthermore, in one embodiment of this disclosure, the step of controlling the generation of a virtual object associated with the first object at a second location determined based on a virtual map corresponding to the game scene in response to a second object deployment operation includes: In response to the second object deployment operation, a virtual map corresponding to the game scene is displayed in the graphical user interface; wherein the virtual map is used to display at least a thumbnail of multiple scene areas in the game scene; In response to a selection operation of a first scene region where the second position is set in the plurality of scene regions, the virtual object is generated at the second position within the first scene region.

[0058] In this context, a scene area refers to a relatively independent spatial unit within a game scene that is divided and presented on a virtual map. In an optional implementation, the game scene can be divided into multiple scene areas based on dimensions such as rooms, functional blocks, or outposts, with the virtual map displaying each scene area and its status in a thumbnail format. For example, a scene area can be an individual room on an architectural map. Alternatively, a scene area can be several outpost blocks on an outdoor map divided by function.

[0059] In this context, the first scene area refers to a scene area among multiple scene areas that has a second location set up and is selected by the player for deploying virtual objects. In an optional implementation, only scene areas with a second location (i.e., the scene location where the second object completes its task) can be selected as the first scene area. The player determines the first scene area from candidate areas that meet the criteria on the virtual map. For example, the first scene area could be a target room on the virtual map that has a resource outpost selected by the player. Alternatively, the first scene area could also be a tactical key area selected by the player from multiple areas with outposts.

[0060] The selection operation refers to the interactive operation in which a player selects and confirms a first scene area on the virtual map. In an optional implementation, the selection operation may include two steps: clicking on the target scene area on the virtual map and confirming deployment of the selected target scene area. For example, the selection operation may be that the player first clicks on the target room with the outpost to highlight it, and then clicks the confirm deployment button. Alternatively, the selection operation may also be that the player directly clicks on a legal scene area on the virtual map to complete the selection operation.

[0061] In an alternative implementation, for scene areas without a designated second location, the virtual map may render them unselectable to constrain player selection. For example, rooms without a base are grayed out on the virtual map and cannot respond to player clicks. Alternatively, the confirm deployment button may only become available when the player selects a legitimate scene area with a base.

[0062] Please refer to Figure 4This is a schematic diagram of the interface for the second deployment operation provided in one implementation of this disclosure. As shown in the figure, when the player triggers the second object deployment operation, the graphical user interface 400 displays a virtual map 401 corresponding to the current game scene. The virtual map 401 presents multiple rooms (scene areas) within the game scene in thumbnail form. These rooms include rooms 402 with a second location 403 (such as the kitchen, storage room, living room, and dining room shown in the figure) and rooms 404 without a second location 403 (such as the courtyard, attic, and stairwell shown in the figure). Rooms 402 with a second location 403 are highlighted and interactive, while rooms 404 without a second location 403 are grayed out and unselectable. When the player selects room 402 with a second location 403 on the virtual map 401, the game system identifies that room 402 as the first scene area, and the confirmation deployment button becomes available. After the player clicks confirm, the virtual map 401 collapses, and the terminal device controls the generation of a virtual object associated with the first object at the second location 403 within the first scene area.

[0063] Through the above steps, the game object control method provided in this disclosure displays a virtual map of multiple scene areas in response to a second object deployment operation, and generates a virtual object at the second location of a first scene area with a second location in response to a selection operation, thus achieving remote and precise deployment based on a global map perspective. This solution effectively improves the player's ability to grasp the overall layout and the accuracy of landing point selection during remote deployment, enabling players to strategically deploy virtual objects based on a comprehensive view of the entire field, enhancing the strategic depth and clarity of deployment interactions in the game.

[0064] Furthermore, in one embodiment of this disclosure, after the step of displaying the virtual map corresponding to the game scene in the graphical user interface, the method further includes: In the virtual map, the first scene area is displayed in a first display mode, and other scene areas in the plurality of scene areas are displayed in a second display mode, so that the first scene area and the other scene areas are visually distinguishable.

[0065] The first display method refers to the visual representation of a first scene area (or a selectable scene area) on a virtual map. In an optional implementation, the first display method employs a more eye-catching visual style to highlight that the scene area is available or has been selected. For example, the first display method could be to overlay interactive visual icons or highlight outlines on selectable rooms with outposts. Alternatively, the first display method could be to highlight, add borders, or use special color schemes to present the selected first scene area.

[0066] The second display method refers to the visual representation of other scene areas in the virtual map. In an optional implementation, the second display method uses a weakened or suppressed visual style relative to the first display method to indicate to the player that such scene areas are unselectable or not currently selected. For example, the second display method could be to gray out unselectable rooms without a base. Alternatively, the second display method could be to present unselected scene areas with reduced brightness or removed highlights.

[0067] Visual differentiation refers to the ability to clearly distinguish different scene areas visually through differences between the first and second display methods. In an optional implementation, visual differentiation utilizes the contrast of visual attributes such as brightness, color, and outlines to help players quickly identify which scene areas are deployable and which are not selectable or unselected. For example, players can immediately distinguish between deployable and non-deployable rooms by the contrast between highlighted and grayed-out areas. Similarly, players can distinguish between the currently selected first scene area and other scene areas by the presence or absence of an outline.

[0068] In a specific application, when a player remotely deploys, they open a virtual map. Rooms with resource outposts are displayed in a first mode with highlighted outlines, while rooms without outposts are displayed in a second mode with grayed-out outlines, creating a clear visual distinction. Based on this, the player can quickly locate the room available for deployment and select the target. The first scene area selected is further emphasized with a more prominent highlighted outline, clearly distinguishing it from the other rooms.

[0069] Through the above steps, the game object control method provided in this disclosure presents a clear visual distinction between different scene areas by displaying a first scene area and other scene areas in a virtual map using a first display mode and a second display mode, respectively. This solution effectively reduces the cognitive burden on players in identifying selectable areas during remote deployment, improves the intuitiveness and operational efficiency of map selection, and enhances the usability and gaming experience of remote deployment interaction.

[0070] Furthermore, in one embodiment of this disclosure, after the step of displaying the virtual map corresponding to the game scene in the graphical user interface, the method further includes: In the virtual map, the first scene area associated with the multiple scene areas displays the location identifier corresponding to the second location.

[0071] Here, a location marker refers to a visual marker on the virtual map used to indicate the location of a second location. In an optional implementation, the location marker is displayed in association with a first scene area to clearly indicate to the player the specific location where the virtual object will be deployed within that first scene area. For example, the location marker can be a landing point icon superimposed on a base point in the first scene area. Alternatively, the location marker can also be a coordinate indicator point or a pin-style marker placed at a corresponding location on the virtual map.

[0072] In one alternative implementation, the location markers can be displayed in association with different scene areas selected by the player in the virtual map. For example, when the player selects different rooms with outposts, the location markers will be displayed at the map coordinates corresponding to the outpost in that room. Alternatively, the location markers can be further enhanced after the player confirms their selection to confirm the final deployment location.

[0073] In one specific application, after a player selects a target room with a base on the virtual map as the first scene area, the virtual map displays a location marker in the form of a landing point icon at the corresponding location of the room, clearly indicating to the player that the virtual object will be deployed in a second location next to the base, helping the player confirm whether the deployment location meets the tactical expectations.

[0074] Through the steps described above, the game object control method provided in this disclosure displays a location marker corresponding to a second location in a first scene area on a virtual map, allowing players to intuitively know the specific landing point of the virtual object before confirming remote deployment. This solution effectively enhances the predictability and accuracy of remote deployment, reduces misjudgments by players due to unclear landing points, and improves the accuracy of deployment decisions and the interactive experience.

[0075] Furthermore, in one embodiment of this disclosure, after the step of displaying the virtual map corresponding to the game scene in the graphical user interface, the method further includes: Determine a second scene region in which the virtual objects are deployed among the multiple scene regions; In the virtual map, the object identifier corresponding to the virtual object is displayed in the second scene area.

[0076] The second scene area refers to a scene area where virtual objects associated with the first object have already been deployed among multiple scene areas. In an optional implementation, the terminal device determines the second scene area where virtual objects already exist by counting the virtual objects generated in each scene area. For example, the second scene area could be a room where virtual objects have been previously generated remotely or locally. Alternatively, the second scene area could be a base block in the current scene where virtual objects have already been deployed.

[0077] In this context, an object identifier refers to a visual marker in the virtual map used to indicate the deployment of virtual objects within a corresponding scene area. In an optional implementation, the object identifier is displayed in association with a second scene area to inform the player that a virtual object already exists in that area, thus avoiding duplicate deployments or assisting the player in unified scheduling. For example, the object identifier could be a virtual object avatar icon displayed on a deployed room. Alternatively, the object identifier could be a helmet-shaped or unit-shaped icon marked in the second scene area. Furthermore, the display position of the object identifier on the virtual map can be consistent with the current position of the deployed virtual object within the second scene area, serving to indicate both the existence of a virtual object in the scene area and its specific deployment location to the player.

[0078] In a specific application, when a player opens the virtual map to prepare for remote deployment again, the virtual map displays object icons in the form of virtual object avatars on the room (second scene area) where virtual objects have been previously deployed. Based on this, the player can clearly know which areas have been defended by virtual objects, so as to reasonably arrange the new deployment positions, avoid repeated deployment in the same area, and plan the overall layout of multiple virtual objects accordingly.

[0079] Through the steps described above, the game object control method provided in this disclosure, by identifying a second scene area where virtual objects are deployed and displaying the corresponding object identifiers of the virtual objects on a virtual map, enables players to have a global grasp of the distribution of deployed virtual objects. This solution effectively assists players in the unified planning and scheduling of multiple virtual objects, reduces ineffective operations such as redundant deployment, and improves the rationality of deployment layout and overall tactical control capabilities.

[0080] Furthermore, in one embodiment of this disclosure, the virtual object is configured to remain stationary in the game scene.

[0081] In this context, "static state" refers to the behavior of a virtual object that, after being generated, remains fixed at its deployment location in the game scene and does not move autonomously. In an optional implementation, the virtual object is configured to remain static; after deployment, it does not follow the first object like a summoned unit, but instead remains stationary at a first or second location to perform a fixed-point function. For example, after being generated, the virtual object may remain stationary next to its deployment point, performing actions in place without displacement. Alternatively, the virtual object, as a fixed-point tactical unit, may remain at its deployment coordinates until it is removed or interacts further with the first object.

[0082] In one alternative implementation, keeping the virtual object stationary facilitates its role as a stable area control point for tactical purposes and makes it easier for terminal devices to determine and display its location. For example, because the virtual object's location is fixed, its location markers on the minimap and virtual map remain accurate without continuous updates. Furthermore, players can implement predictable tactical deployments based on the fixed positions of the virtual objects.

[0083] In one specific application, after a player deploys a virtual object next to a key stronghold, the virtual object remains stationary and guards the side of the stronghold, not moving with the first object controlled by the player. When the first object leaves the area to fight elsewhere, the stationary virtual object continues to blockade and deter the stronghold. If a second object comes to carry out a mission, it will still be blocked and attacked by the virtual object.

[0084] Through the steps described above, the game object control method provided in this disclosure configures virtual objects to remain stationary in the game scene, enabling them to continuously exert area control as stable, fixed-point tactical units. This solution effectively enhances the deployment value of virtual objects as tactical anchor points, facilitates predictable positional defense by players, and reduces the processing overhead of continuously updating and synchronizing the virtual object positions on terminal devices.

[0085] Furthermore, in one embodiment of this disclosure, the first object deployment operation and the second deployment operation share a skill cooldown time.

[0086] The skill cooldown time refers to the countdown period after a deployed skill is used once, during which the skill cannot be triggered again. In an optional implementation, the skill cooldown time is used to constrain the frequency of skill usage, and the corresponding skill button is unresponsive during the cooldown period. For example, the skill cooldown time can be configured as a fixed duration (such as several seconds) after a deployment is completed, and the deployment button is grayed out and unresponsive until the countdown ends. Alternatively, the skill cooldown time can also be displayed on the interface as a countdown overlay on the button or a progress bar to indicate the remaining cooldown time to the player.

[0087] The shared cooldown time between the first and second object deployment operations means that the two deployment modes reuse the same cooldown timer rather than having independent timers. In an optional implementation, regardless of whether the player uses nearest deployment (first object deployment operation) or remote deployment (second object deployment operation) to generate a virtual object, the same skill cooldown time will be triggered, and neither deployment mode can be used again before the cooldown time ends. For example, after a player generates a virtual object using nearest deployment, remote deployment will immediately enter cooldown and become unavailable, and vice versa. Furthermore, the buttons corresponding to the two deployment operations actually share the same deployment skill entry point; a single trigger will put that entry point into cooldown.

[0088] In one alternative implementation, the two deployment modes share a cooldown and are mutually exclusive, effectively preventing players from excessively generating virtual objects in a short period by alternating between the two modes. For example, players cannot bypass the cooldown limit by continuously deploying virtual objects by "deploying nearby first and then immediately deploying remotely." Furthermore, the shared cooldown ensures a uniform constraint on the overall output rate of deployment skills, thereby maintaining the balance of the game.

[0089] In one specific application, a player uses the "nearest deployment" method to generate a virtual object beside them during combat. The deployment skill then enters a shared cooldown period. During this time, whether the player clicks "remote deployment" or tries to deploy again from the nearest location, the deployment entry will be grayed out and unresponsive. The player must wait for the cooldown period to end before they can choose either the nearest or remote deployment mode to generate the virtual object again.

[0090] Through the steps described above, the game object control method disclosed herein provides players with dual-mode deployment flexibility while uniformly constraining the deployment output rate by allowing the first object deployment operation and the second object deployment operation to share the same skill cooldown time. This solution effectively avoids the problem of excessive virtual object deployment caused by independent timing for the two modes, ensuring the balance and fairness of the game, while making the cooldown management logic of deployment skills simpler and more unified, reducing the complexity of the game system maintaining multiple cooldown states.

[0091] Furthermore, in one embodiment of this disclosure, the virtual object includes virtual object attributes, which are configured to decrease when the virtual object is attacked. The method further includes: In response to the virtual object's attributes falling below a preset threshold, the virtual object is removed from the game scene.

[0092] In this context, virtual object attributes refer to numerical attributes used to characterize the existence state of a virtual object. In an optional implementation, virtual object attributes can be things like health, durability, or life points, configured to decrease according to corresponding rules when the virtual object is attacked, thus driving the virtual object's lifecycle management. For example, a virtual object attribute could be the health value displayed in a health bar above the virtual object's head; each time the virtual object receives a valid attack, its health is reduced accordingly. Alternatively, a virtual object attribute could be its durability, which decreases cumulatively as it is damaged.

[0093] The preset threshold refers to the critical value used to determine whether to remove a virtual object. In an optional implementation, the preset threshold is typically set as the lowest valid value of the virtual object's attribute (e.g., zero health). Removal is triggered when the virtual object's attribute falls below this threshold. For example, the preset threshold can be configured so that the virtual object is removed when its health is zero. Alternatively, the preset threshold can be configured as a lower limit greater than zero, whereby a virtual object is considered invalid and removed when its attribute falls below this lower limit.

[0094] Removing virtual objects refers to the process of eliminating virtual objects from the game scene. In an optional implementation, removing virtual objects includes destroying their models in the game scene, clearing their related states, and synchronously updating their location markers on the map. For example, when a virtual object's health is depleted, the terminal device controls its model to disappear with a shattering effect, and clears the corresponding location markers and object identifiers from the minimap and virtual map. Furthermore, removing a virtual object may also sever its association with a primary object, releasing the resources it occupies.

[0095] In one alternative implementation, changes in the attributes of virtual objects can also drive real-time switching of their visual appearance, providing both sides with intuitive tactical judgment. For example, as the attributes of a virtual object decrease, its model can exhibit a gradual change from intact to damaged. Furthermore, the enemy can determine the near-failure of a virtual object based on its degree of damage, and thus choose to concentrate fire to destroy it.

[0096] In one specific application, a virtual object deployed by a player near a stronghold is continuously attacked by a second object during the game. The attributes of the virtual object, represented by the health bar above its head, continue to decrease, and the model gradually shows signs of damage. When the attributes of the virtual object drop below a preset threshold (health is zero) due to accumulated hits, the terminal device immediately controls the virtual object to be removed from the game scene with a breaking effect, and at the same time, its location marker on the minimap is cleared, and the blockade of the stronghold is lifted.

[0097] Through the steps described above, the game object control method provided in this disclosure achieves attribute-driven lifecycle management of virtual objects by configuring virtual object attributes that decrease with attacks and removing them from the game scene when they fall below a preset threshold. This scheme transforms virtual objects from static, permanently existing units into dynamic, destructible entities. It provides the enemy with strategic opportunities for targeted destruction while simultaneously requiring players to maintain a continuous presence to preserve their battlefield advantage. This enriches the tactical layers of the game and makes the management of virtual object existence status by terminal devices more standardized and controllable.

[0098] Furthermore, in one embodiment of this disclosure, the method further includes: In response to a movement control command, the first object is controlled to move within the game scene; When a preset positional relationship is satisfied between the first object and the target virtual object, in response to the object merging instruction, the first object and the target virtual object are controlled to merge, so as to switch the first object to the target object generated by merging the first object and the target virtual object.

[0099] Here, movement control commands refer to operation commands used to control the displacement of the first object within the game scene. In an optional implementation, movement control commands are generated by the player through movement controls in the graphical user interface, used to drive the first object closer to a target virtual object or to a designated location. For example, a movement control command could be a directional movement command generated by the virtual joystick in the lower left corner of the player's interface. Alternatively, a movement control command could also be a command where the player clicks on a target point in the scene to cause the first object to automatically find its way and move.

[0100] The target virtual object refers to a virtual object already generated in the game scene for the first object to merge. In an optional implementation, the target virtual object is one of the virtual objects generated through the deployment operation mentioned above. The player can control the first object to approach this virtual object and use it as the target for object merging. For example, the target virtual object could be the virtual object that the player previously deployed next to the base and that the first object is currently approaching. Alternatively, when there are multiple virtual objects in the game scene, the target virtual object is the one that the first object currently has a preset positional relationship with.

[0101] The preset positional relationship refers to the relative positional state between the first object and the target virtual object that satisfies the object merging trigger condition. In an optional implementation, the preset positional relationship typically manifests as the first object entering the effective interaction range of the target virtual object. For example, the preset positional relationship could be that the distance between the first object and the target virtual object is less than a preset interaction distance. Alternatively, the preset positional relationship could also be that the first object enters an effective interaction area centered on the target virtual object.

[0102] The object merge command refers to the operation command used to trigger the merging of the first object and the target virtual object. In an optional implementation, when the first object and the target virtual object meet a preset positional relationship, a corresponding interactive button appears in the graphical user interface, and the player clicks the button to generate the object merge command. For example, the object merge command can be generated by the interactive button that pops up on the graphical user interface when the player clicks the first object near the target virtual object. Alternatively, the object merge command can also be generated by the player performing a specific merge gesture or shortcut operation.

[0103] Object merging refers to the process of merging a first object and a target virtual object into a single entity. In an optional implementation, the object merging process may be accompanied by a transition animation (which can be interrupted). After completion, the first object and the target virtual object together constitute a new controlled entity. For example, object merging might depict the character controlled by the first object entering the target virtual object and manifesting in its form. Alternatively, after object merging, the original first object and the target virtual object no longer exist as two independent units in the scene, but are merged into a single controlled unit.

[0104] Here, the target object refers to a new controlled unit generated by merging the first object and the target virtual object, which is then manipulated by the player. In an optional implementation, after the first object is switched to the target object, the player then acts in the scene in the form of the target object, and the controlling entity changes from the first object to the target object. For example, the target object can be a combat form formed by the player character wearing the target virtual object, presented in the shape of a virtual object. Furthermore, the target object, after merging, may possess behaviors and skills distinct from the first object.

[0105] In one specific application, the player previously deployed a virtual object next to the base, and then used movement control commands to move the first object toward the virtual object. When the first object moved to a distance less than the interaction distance between itself and the target virtual object, i.e., the preset positional relationship was met, a merge interaction button popped up on the graphical user interface. The player clicked the button to generate an object merge command, and the first object then played a transition animation of drilling into the target virtual object. After the animation was completed, the first object was switched to the target object generated by the merger of the two, and the player then continued to fight in the scene in the form of the target object.

[0106] Through the steps described above, the game object control method provided in this disclosure, by responding to an object merging command when the first object and the target virtual object satisfy a preset positional relationship, switches the first object to the target object generated by the merging of the two, thus achieving deep fusion interaction between the player character and the summoned creature. This solution breaks the existing single interaction mode of summoned creatures being "placed and only able to be observed and commanded," allowing players to actively merge themselves with virtual objects and continue fighting in a new form, significantly enhancing the depth and immersion of character operation, and adding more operational variables and strategic layers to the game.

[0107] Furthermore, in one embodiment of this disclosure, the target virtual object includes target virtual object attributes, and after the step of controlling the switching of the first object to the target object, the method further includes: The control configures the target virtual object attribute as the target object attribute of the target object.

[0108] In this context, the target virtual object attribute refers to the numerical attributes that the target virtual object possesses before merging, representing its existing state. In an optional implementation, the target virtual object attribute may be an attribute such as the target virtual object's current health, the value of which reflects the damage level of the virtual object before merging. For example, the target virtual object attribute could be the current health shown by the health bar above the target virtual object before merging. Alternatively, the target virtual object attribute could also be its remaining durability before merging.

[0109] In this context, the target object attribute refers to the numerical attribute that represents the survival state of the target object after merging. In an optional implementation, after the first object is switched to the target object, the target object's attributes directly adopt the attributes of the target virtual object before merging; that is, the target object's health changes from the first object's own health to the target virtual object's health. For example, after a player controls the first object to wear the target virtual object, the health bar displayed on the graphical user interface changes from the first object's health to the target virtual object's (i.e., the target object's) health. Furthermore, when the target object is attacked, the health deducted is the target object's attribute inherited from the target virtual object, not the first object's original health.

[0110] In an optional implementation, configuring the target virtual object's attributes as target object attributes can also be accompanied by corresponding interface prompts. For example, after the merge is completed, the interface synchronously displays the target object's health bar and a countdown timer for its equipped state. Alternatively, the current value of the target object's attributes can be reflected in the graphical user interface in real time, allowing players to monitor the target object's remaining status.

[0111] In a specific application, after the player controls the first object to merge with a target virtual object with relatively sufficient current health to generate a target object, the health bar on the interface immediately switches from the first object's own health to the target virtual object's health before the merger. That is, the target object's target object attributes are directly inherited from the target virtual object's attributes. Subsequently, when the target object is attacked in battle, the deductions are all based on the inherited target object attributes.

[0112] Through the steps described above, the game object control method provided in this disclosure achieves a smooth transition in attribute attribution before and after merging by configuring the attributes of the target virtual object to the attributes of the target object after the first object is switched to the target object. This solution allows the target object to enter combat with attributes inherited from the target virtual object, which not only reasonably reflects the mechanism of "fighting in summoned form" but also provides players with clear feedback on their survival status, enhancing the rationality and playability of the fusion interaction.

[0113] Furthermore, in one embodiment of this disclosure, the target object attribute is configured to decrease when the target object is attacked, and the method further includes: In response to the target object's attribute being lower than a preset threshold, based on the target object's current position, the control separates the target object into the first object and the target virtual object; The control configures a first object attribute for the first object and removes the target virtual object from the game scene.

[0114] The current position of the target object refers to its location in the game scene when it is separated. In an optional implementation, the current position of the target object is used to determine the location where the first object will appear after separation, allowing the player character to receive the separation result in place. For example, the current position of the target object could be the scene coordinates where the target object was located at the moment its attributes were exhausted. Alternatively, the current position of the target object could also be the location where the target object was last hit.

[0115] Here, separation refers to the process of splitting the target object back into a first object and a target virtual object. In an optional implementation, when the target object's attributes are below a preset threshold, the terminal device separates the target object based on its current position, causing the first object to reappear in an independent form, while simultaneously processing the target virtual object accordingly. For example, separation manifests as the player character detaching from the target virtual object form and returning to the normal state of the first object. Furthermore, the separation process may be accompanied by corresponding detachment animations and special effects.

[0116] Here, the first object attribute refers to the numerical attribute representing the survival state of the first object after separation, which is then reconfigured. In an optional implementation, after separation, the first object no longer uses the exhausted target object attribute, but is instead reconfigured with a new set of first object attributes, allowing the player character to continue the game in a normal state. For example, after separation, the first object is restored to its own health attribute. Alternatively, the first object attribute can be configured according to preset rules to its normal health value.

[0117] In an alternative implementation, since the separation is triggered by the exhaustion of target object attributes, at which point the attributes inherited from the target virtual object have reached zero, the target virtual object must be removed from the game scene after separation. For example, after separation due to target object attribute exhaustion, the target virtual object, which is the source of its attributes, is immediately destroyed and removed from the scene and map markers. Alternatively, while removing the target virtual object, the first object continues to act at its current position with reconfigured first object attributes.

[0118] In one specific application, the player is continuously attacked while fighting as a target object, and the target object's attributes (health inherited from the target virtual object) continue to decrease. When the target object's attributes drop below a preset threshold, the terminal device separates the target object into a first object and a target virtual object based on the target object's current location. The player character, i.e., the first object, is removed from the game and has its attributes reconfigured (restoring its own health) to continue the game, while the target virtual object whose health has been depleted is removed from the game scene.

[0119] Through the above steps, the game object control method provided in this disclosure achieves a reasonable fallback of the fusion form when its attributes are exhausted. This is achieved by separating the target object into a first object and a target virtual object based on its current position when the target object's attributes fall below a preset threshold, reconfiguring the attributes of the first object, and simultaneously removing the target virtual object. This solution ensures that the player character is not directly eliminated due to the destruction of the summoned form, while also realizing the tactical outcome of the destruction of the target virtual object. This makes the risks and benefits of fusion interaction more balanced and further enriches the strategic gameplay.

[0120] Furthermore, in one embodiment of this disclosure, after the step of controlling the switching of the first object to the target object, the method further includes: In response to an object separation instruction, based on the current position of the target object, the control separates the target object into the first object and the target virtual object; The control configures first object attributes for the first object and target virtual object attributes for the target virtual object.

[0121] The object separation command refers to the operation command used to actively trigger the separation of a target object into a first object and a target virtual object. In an optional implementation, the object separation command is actively triggered by the player while acting in the form of the target object, allowing the player to detach the summoned form as needed. For example, the object separation command can be generated by the player clicking the detach / separate button on the interface. Alternatively, the object separation command can also be automatically triggered when the wear duration countdown ends or the effective duration of object merging is reached, causing the target object to automatically separate.

[0122] In an alternative implementation, unlike passive separation due to attribute depletion, active separation in response to an object separation command occurs before the target object's attributes are depleted. Therefore, the target virtual object still possesses survivable attributes after separation. For example, if the target object still has remaining health when the player actively detaches, this remaining state will be handled accordingly. Furthermore, active separation is often used when a player switches back to their own form to perform other operations while preserving summoned creatures.

[0123] Configuring the first object's attributes and configuring the target virtual object's attributes refer to restoring their respective independent attributes after active separation. In an optional implementation, after active separation, the first object's attributes are reconfigured, and the target virtual object's attributes are reconfigured, so that both become independent units again in a survivable state. For example, after a player character (first object) actively removes their armor (target virtual object), the first object recovers its health, and the target virtual object also retains or recovers its health and re-enters the scene. Alternatively, after separation, the target virtual object re-exists in its current position as an independent virtual object, available for subsequent interaction or merging.

[0124] In a specific application, after a player advances to a certain location in the form of a target object, and determines that they need to revert to their original form to perform other skills, they click the "detach" button on the interface to generate an object separation command. The terminal device separates the target object into a first object and a target virtual object based on its current position, and configures the first object's attributes (restoring its own health) for the first object and the target virtual object's attributes (retaining its health) for the target virtual object. After separation, the player character continues to act in the form of the first object, while the target virtual object returns to its current position as an independent unit.

[0125] Through the steps described above, the game object control method disclosed herein separates the target object into a first object and a target virtual object based on the target object's current position in response to an object separation command, and configures corresponding attributes for each. This enables players to actively dismantle the fused form and preserve and reuse summoned objects. This solution grants players the freedom to switch between the merged and independent forms, making "merge-separate" a reusable tactical tool, further enhancing the flexibility and strategic depth of character operation.

[0126] Furthermore, in one embodiment of this disclosure, the method further includes: In response to a coordinated attack command targeting the first object, the system controls the first object to perform a target attack behavior in the game scene, and simultaneously controls all virtual objects generated in the game scene to perform the target attack behavior at their respective locations.

[0127] In this context, a coordinated attack command refers to an operation command used to trigger a synchronized attack by the first object and all virtual objects in the game scene. In an optional implementation, the coordinated attack command is generated by the player through a single attack operation, allowing them to coordinate multiple virtual objects distributed throughout the game scene to act together with a single click. For example, a coordinated attack command can be generated by the player clicking the attack button corresponding to the first object in the graphical user interface. Alternatively, a coordinated attack command can also be generated by the player triggering a specific synchronized action skill button.

[0128] In this context, a targeted attack refers to an attack action uniformly executed by the first object and all virtual objects in response to a coordinated attack command. In an optional implementation, the targeted attack is a pre-defined attack that can affect enemy objects within its effective range, independently launched by the first object and each virtual object at their respective locations. For example, the targeted attack could be a unified swinging motion that inflicts corresponding damage upon hitting an enemy object. Alternatively, the targeted attack could be an area-of-effect attack accompanied by unified visual effects, with each virtual object generating an attack effect within its designated area.

[0129] In an optional implementation, all virtual objects not in a merged (wearing) state during a coordinated attack simultaneously execute the target attack behavior, thereby achieving cross-regional coordinated strikes. For example, multiple static virtual objects distributed in different rooms launch attacks on the enemy within their respective scene areas at the same time.

[0130] In one specific application, the player deploys several virtual objects at multiple strongholds in the scene. Then, during a battle, the player clicks the attack button to generate a coordinated attack command. The terminal device then controls the first object currently controlled by the player to perform the target attack behavior, while simultaneously controlling all the generated virtual objects distributed at each stronghold to perform the same target attack behavior at their respective locations. This results in simultaneous attacks in multiple areas across the entire field, causing damage to the second objects within the range of each virtual object.

[0131] Through the above steps, the game object control method provided in this disclosure, by responding to a coordinated attack command against a first object, synchronously controls the first object and all virtual objects generated in the scene to perform the same target attack behavior at their respective locations, achieving one-click unified command of multiple virtual objects. This solution effectively solves the problem that in existing multi-summon scenarios, each unit can usually only act independently and cannot coordinate, enabling players to use a simple single operation to dispatch virtual objects distributed throughout the field to form cross-regional coordinated attacks, significantly improving the operational efficiency and striking power of multi-summon tactics, and enriching the tactical performance and gaming experience of the game.

[0132] Secondly, this disclosure also provides a control device for a game object.

[0133] Please refer to Figure 5 This is a schematic diagram of the structure of a game object control device 100 provided in one implementation of this disclosure. In this device 100, a graphical user interface is provided via a terminal device. The graphical user interface displays at least a portion of the game scene, and the game scene includes a first object controlled by the terminal device. As shown in the figure, the game object control device 100 includes: The first deployment module 101 is used to respond to the deployment operation of the first object and control the generation of a virtual object associated with the first object at a first location determined based on the first object. The second deployment module 102 is used to respond to the second object deployment operation and control the generation of a virtual object associated with the first object at a second location determined based on the virtual map corresponding to the game scene.

[0134] Optionally, the first deployment module 101 is further configured to, in response to a first object deployment operation, display a deployment range identifier and a deployment location identifier centered on the first object in the graphical user interface, wherein the display position of the deployment location identifier within the deployment range identifier changes with the changes in the first object deployment operation; and in response to the end of the first object deployment operation, control the scene position indicated by the deployment location identifier to be determined as a first position, and generate the virtual object at the first position.

[0135] Optionally, the game scene is used to provide a game environment for the first object and the second object, the second object is configured to complete a target game task in the game scene, and the second position is a scene position in the game scene used for the second object to complete the target game task.

[0136] Optionally, the second deployment module 102 is further configured to, in response to a second object deployment operation, display a virtual map corresponding to the game scene in the graphical user interface; wherein the virtual map is used to at least display multiple scene areas in the game scene in a thumbnail format; and in response to a selection operation of a first scene area in which the second position is set in the multiple scene areas, control the generation of the virtual object at the second position in the first scene area.

[0137] Optionally, the second deployment module 102 is further configured to display the first scene area among the plurality of scene areas in the virtual map through a first display mode, and to display other scene areas among the plurality of scene areas through a second display mode, so that the first scene area and the other scene areas are visually distinguishable.

[0138] Optionally, the second deployment module 102 is further configured to display the location identifier corresponding to the second location in the first scene area among the plurality of scene areas in the virtual map.

[0139] Optionally, the second deployment module 102 is further configured to determine a second scene area in which the virtual object is deployed among the plurality of scene areas; in the virtual map, the associated second scene area displays the object identifier corresponding to the virtual object.

[0140] Optionally, the virtual object is configured to remain stationary in the game scene.

[0141] Optionally, the first object deployment operation and the second deployment operation share the skill cooldown time.

[0142] Optionally, the device further includes a removal module, configured to control the removal of the virtual object from the game scene in response to the virtual object's attributes falling below a preset threshold.

[0143] Optionally, the device further includes: a movement control module, configured to control the first object to move in the game scene in response to a movement control command; and a merging control module, configured to control the first object and the target virtual object to merge in response to an object merging command when a preset positional relationship is satisfied between the first object and the target virtual object, so as to switch the first object to a target object generated by merging the first object and the target virtual object.

[0144] Optionally, the merge control module is also used to control the configuration of the target virtual object attribute as the target object attribute of the target object.

[0145] Optionally, the device further includes: a separation control module, configured to, in response to the target object attribute being lower than a preset threshold, control the separation of the target object into a first object and the target virtual object based on the current position of the target object; control the configuration of a first object attribute for the first object; and control the removal of the target virtual object from the game scene.

[0146] Optionally, the separation control module is further configured to, in response to an object separation instruction, control the separation of the target object into the first object and the target virtual object based on the current position of the target object; control the configuration of a first object attribute for the first object, and the configuration of a target virtual object attribute for the target virtual object.

[0147] Optionally, the device further includes: a collaborative attack module, configured to, in response to a collaborative attack command against the first object, control the first object to perform a target attack behavior in the game scene, and synchronously control all virtual objects generated in the game scene to perform the target attack behavior at their respective locations.

[0148] It should be noted that the above is only a brief description of the control device 100 for the game object provided in this disclosure. The process steps and / or functions performed by the control device 100 for the game object provided in this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the control method for the game object provided in the foregoing text. Therefore, they will not be described in detail here.

[0149] As described above, the game object control device 100 provided in this disclosure generates virtual objects at a first location determined by the first object in response to a first object deployment operation, and generates virtual objects at a second location determined by a virtual map corresponding to the game scene in response to a second object deployment operation. Under the same virtual object generation framework, it realizes two flexible deployment modes: "rapid deployment nearby" and "precise deployment remotely". This allows players to instantly deploy virtual objects around themselves according to the real-time battle situation, or pre-deploy virtual objects in tactical locations far away from themselves. It effectively solves the problems of single deployment methods and insufficient strategic depth of summoned objects in the prior art, enriches the player's tactical choice space and operational depth, and also reduces the computing load and power consumption of the terminal processor when deploying virtual objects.

[0150] Furthermore, this disclosure also provides a terminal device.

[0151] Please refer to Figure 6This is a schematic diagram of the hardware architecture of a terminal device 200 provided in one implementation of this disclosure. The terminal device 200 provides a graphical user interface (GUI) displaying at least a portion of a game scene, the game scene including a first object controlled by the terminal device. As shown in the figure, the terminal device 200 includes a processor 201, a memory 202, a communication interface, and a bus 203, the processor 201, the communication interface, and the memory 202 being connected via the bus 203. Wherein: Memory 202 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. Bus 203 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0152] Processor 201 may be an integrated circuit chip with signal processing capabilities. The aforementioned processor 201 can also be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. A general-purpose processor can be a microprocessor or any conventional processor.

[0153] In an alternative implementation, memory 202 stores computer-executable instructions that can be executed by processor 201. Processor 201 executes these computer-executable instructions to implement the aforementioned game object control method, specifically including the following steps: In response to the deployment operation of the first object, at a first location determined based on the first object, a virtual object associated with the first object is generated; In response to the deployment operation of the second object, a virtual object associated with the first object is generated at a second location determined based on the virtual map corresponding to the game scene.

[0154] Optionally, when the processor 201 executes the computer execution instructions stored in the memory 202, it further performs the following steps: in response to a first object deployment operation, it displays a deployment range identifier and a deployment location identifier centered on the first object in the graphical user interface, wherein the display position of the deployment location identifier within the deployment range identifier changes with the changes in the first object deployment operation; in response to the end of the first object deployment operation, it controls the scene position indicated by the deployment location identifier to be determined as a first position, and generates the virtual object at the first position.

[0155] Optionally, the game scene is used to provide a game environment for the first object and the second object, the second object is configured to complete a target game task in the game scene, and the second position is a scene position in the game scene used for the second object to complete the target game task.

[0156] Optionally, when the processor 201 executes the computer execution instructions stored in the memory 202, it further performs the following steps: in response to a second object deployment operation, a virtual map corresponding to the game scene is displayed in the graphical user interface; wherein the virtual map is used to at least show multiple scene areas in the game scene in a thumbnail format; in response to a selection operation for a first scene area in the multiple scene areas where a second position is set, the virtual object is controlled to be generated at the second position in the first scene area.

[0157] Optionally, when the processor 201 executes the computer execution instructions stored in the memory 202, it also performs the following steps: in the virtual map, the first scene area among the plurality of scene areas is displayed in a first display mode, and other scene areas among the plurality of scene areas are displayed in a second display mode, so that the first scene area and the other scene areas are visually distinguishable.

[0158] Optionally, when the processor 201 executes the computer execution instructions stored in the memory 202, it also performs the following steps: in the virtual map, the location identifier corresponding to the second location is displayed in the first scene area associated with the plurality of scene areas.

[0159] Optionally, when the processor 201 executes the computer execution instructions stored in the memory 202, it also performs the following steps: determining a second scene area in the plurality of scene areas where the virtual object is deployed; and displaying the object identifier corresponding to the virtual object in the associated second scene area in the virtual map.

[0160] Optionally, the virtual object is configured to remain stationary in the game scene.

[0161] Optionally, the first object deployment operation and the second deployment operation share the skill cooldown time.

[0162] Optionally, the virtual object includes virtual object attributes, which are configured to decrease when the virtual object is attacked. When the processor 201 executes computer execution instructions stored in the memory 202, it further implements the following steps: in response to the virtual object attributes falling below a preset threshold, controlling the removal of the virtual object from the game scene.

[0163] Optionally, when the processor 201 executes the computer execution instructions stored in the memory 202, it further performs the following steps: in response to a movement control instruction, it controls the first object to move in the game scene; when a preset positional relationship is satisfied between the first object and the target virtual object, in response to an object merging instruction, it controls the first object and the target virtual object to merge, so as to switch the first object to a target object generated by merging the first object and the target virtual object.

[0164] Optionally, the target virtual object includes target virtual object attributes. After controlling the switching of the first object to the target object, when the processor 201 executes the computer execution instructions stored in the memory 202, it further implements the following step: controlling the configuration of the target virtual object attributes as the target object attributes of the target object.

[0165] Optionally, the target object attribute is configured to decrease when the target object is attacked. When the processor 201 executes the computer execution instructions stored in the memory 202, it further implements the following steps: in response to the target object attribute being lower than a preset threshold, based on the current position of the target object, controlling the separation of the target object into the first object and the target virtual object; controlling the configuration of the first object attribute for the first object, and controlling the removal of the target virtual object from the game scene.

[0166] Optionally, after controlling the switching of the first object to the target object, when the processor 201 executes the computer execution instructions stored in the memory 202, it further implements the following steps: in response to the object separation instruction, based on the current position of the target object, controlling the separation of the target object into the first object and the target virtual object; controlling the configuration of a first object attribute for the first object and the configuration of a target virtual object attribute for the target virtual object.

[0167] Optionally, when the processor 201 executes the computer execution instructions stored in the memory 202, it also performs the following steps: in response to the cooperative attack instruction against the first object, it controls the first object to perform the target attack behavior in the game scene, and synchronously controls all virtual objects generated in the game scene to perform the target attack behavior at their respective positions.

[0168] It should be noted that the above is only a brief description of the terminal device 200 provided in this disclosure. The process steps and / or functions implemented by the terminal device 200 when it is working are largely the same as the steps and / or functions implemented in the various embodiments of the game object control method provided in the previous text. Therefore, they will not be described in detail here.

[0169] As described above, the terminal device 200 provided in this disclosure generates virtual objects at a first location determined by the first object in response to a first object deployment operation, and generates virtual objects at a second location determined by a virtual map corresponding to the game scene in response to a second object deployment operation. Under the same virtual object generation framework, it realizes two flexible deployment modes: "rapid deployment nearby" and "precise deployment remotely". This allows players to instantly deploy virtual objects around themselves according to the real-time battle situation, or pre-deploy virtual objects in tactical locations far away from themselves. It effectively solves the problems of single deployment methods and insufficient strategic depth of summoned objects in the prior art, enriches the player's tactical choice space and operational depth, and also reduces the computing load and power consumption of the terminal processor when deploying virtual objects.

[0170] Finally, this disclosure also provides a computer-readable storage medium.

[0171] In an alternative implementation, a graphical user interface is provided via a terminal device, the graphical user interface displaying at least a portion of the game scene, the game scene including a first object controlled by the terminal device; the computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the above method, specifically including the following steps: In response to the deployment operation of the first object, at a first location determined based on the first object, a virtual object associated with the first object is generated; In response to the deployment operation of the second object, a virtual object associated with the first object is generated at a second location determined based on the virtual map corresponding to the game scene.

[0172] Optionally, when the processor executes the computer execution instructions, it further implements the following steps: in response to a first object deployment operation, displaying a deployment range identifier and a deployment location identifier centered on the first object in the graphical user interface, wherein the display position of the deployment location identifier within the deployment range identifier changes with the changes in the first object deployment operation; in response to the end of the first object deployment operation, controlling the scene position indicated by the deployment location identifier to be determined as a first position, and generating the virtual object at the first position.

[0173] Optionally, the game scene is used to provide a game environment for the first object and the second object, the second object is configured to complete a target game task in the game scene, and the second position is a scene position in the game scene used for the second object to complete the target game task.

[0174] Optionally, when the processor executes computer execution instructions, it further performs the following steps: in response to a second object deployment operation, a virtual map corresponding to the game scene is displayed in the graphical user interface; wherein the virtual map is used to at least show multiple scene areas in the game scene in a thumbnail format; in response to a selection operation for a first scene area in the multiple scene areas where a second position is set, the virtual object is controlled to be generated at the second position in the first scene area.

[0175] Optionally, when the processor executes the computer execution instructions, it also performs the following steps: in the virtual map, the first scene area among the plurality of scene areas is displayed in a first display mode, and other scene areas among the plurality of scene areas are displayed in a second display mode, so that the first scene area and the other scene areas are visually distinguishable.

[0176] Optionally, when the processor executes the computer execution instructions, it also performs the following steps: in the virtual map, the first scene region associated with the plurality of scene regions displays the location identifier corresponding to the second location.

[0177] Optionally, when the processor executes computer execution instructions, it also performs the following steps: determining a second scene area in the plurality of scene areas where the virtual object is deployed; and displaying the object identifier corresponding to the virtual object in the associated second scene area in the virtual map.

[0178] Optionally, the virtual object is configured to remain stationary in the game scene.

[0179] Optionally, the first object deployment operation and the second deployment operation share the skill cooldown time.

[0180] Optionally, the virtual object includes virtual object attributes, which are configured to decrease when the virtual object is attacked. When the processor executes computer execution instructions, the following steps are also implemented: in response to the virtual object attributes falling below a preset threshold, the virtual object is controlled to be removed from the game scene.

[0181] Optionally, when the processor executes the computer execution instructions, it also performs the following steps: in response to the movement control instructions, it controls the first object to move in the game scene; when a preset positional relationship is satisfied between the first object and the target virtual object, in response to the object merging instructions, it controls the first object and the target virtual object to merge, so as to switch the first object to the target object generated by merging the first object and the target virtual object.

[0182] Optionally, the target virtual object includes target virtual object attributes. After controlling the switching of the first object to the target object, when the processor executes the computer execution instructions, it further implements the following step: controlling the configuration of the target virtual object attributes as the target object attributes of the target object.

[0183] Optionally, the target object attribute is configured to decrease when the target object is attacked. When the processor executes the computer execution instructions, the following steps are also implemented: in response to the target object attribute being lower than a preset threshold, based on the current position of the target object, controlling the separation of the target object into the first object and the target virtual object; controlling the configuration of the first object attribute for the first object, and controlling the removal of the target virtual object from the game scene.

[0184] Optionally, after controlling the switching of the first object to the target object, when the processor executes the computer execution instructions, it further implements the following steps: in response to the object separation instruction, based on the current position of the target object, controlling the separation of the target object into the first object and the target virtual object; controlling the configuration of a first object attribute for the first object and the configuration of a target virtual object attribute for the target virtual object.

[0185] Optionally, when the processor executes the computer execution instructions, it also performs the following steps: in response to the cooperative attack instructions against the first object, it controls the first object to perform the target attack behavior in the game scene, and synchronously controls all virtual objects generated in the game scene to perform the target attack behavior at their respective locations.

[0186] It should be noted that the above is only a brief description of the computer-readable storage medium provided in this disclosure. The process steps and / or functions performed by the computer-readable storage medium provided in this disclosure are largely consistent with the steps and / or functions described in the various embodiments of the game object control method provided in the foregoing text disclosure, so they will not be described in detail here.

[0187] Through the above description, the computer-readable storage medium provided in this disclosure generates virtual objects at a first location determined based on the first object in response to a first object deployment operation, and generates virtual objects at a second location determined based on a virtual map corresponding to the game scene in response to a second object deployment operation. Under the same virtual object generation framework, it realizes two flexible deployment modes: "rapid deployment nearby" and "precise deployment remotely". This allows players to instantly deploy virtual objects around themselves according to the real-time battle situation, or pre-deploy virtual objects in tactical locations far away from themselves. It effectively solves the problems of single deployment methods and insufficient strategic depth of summoned objects in the prior art, enriches the player's tactical choice space and operational depth, and also reduces the computational load and power consumption of the terminal processor when deploying virtual objects.

[0188] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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 disclosure. Such 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 disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for controlling a game object, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene, and the game scene includes a first object controlled by the terminal device. In response to the deployment operation of the first object, at a first location determined based on the first object, a virtual object associated with the first object is generated; In response to the deployment operation of the second object, a virtual object associated with the first object is generated at a second location determined based on the virtual map corresponding to the game scene.

2. The method according to claim 1, characterized in that, The step of controlling the generation of a virtual object associated with the first object at a first location determined based on the first object, in response to a first object deployment operation, includes: In response to a first object deployment operation, a deployment range identifier and a deployment location identifier centered on the first object are displayed in the graphical user interface, wherein the display position of the deployment location identifier within the deployment range identifier changes with the first object deployment operation; In response to the completion of the first object deployment operation, the control determines the scene location indicated by the deployment location identifier as the first location, and generates the virtual object at the first location.

3. The method according to claim 1, characterized in that, The game scene is used to provide a game environment for the first object and the second object. The second object is configured to complete a target game task in the game scene. The second position is a scene position in the game scene used for the second object to complete the target game task.

4. The method according to claim 3, characterized in that, The step of controlling the generation of a virtual object associated with the first object at a second location determined based on a virtual map corresponding to the game scene in response to the deployment operation of the second object includes: In response to the second object deployment operation, a virtual map corresponding to the game scene is displayed in the graphical user interface; wherein the virtual map is used to display at least a thumbnail of multiple scene areas in the game scene; In response to a selection operation of a first scene region where the second position is set in the plurality of scene regions, the virtual object is generated at the second position within the first scene region.

5. The method according to claim 4, characterized in that, After the step of displaying the virtual map corresponding to the game scene in the graphical user interface, the method further includes: In the virtual map, the first scene area is displayed in a first display mode, and other scene areas in the plurality of scene areas are displayed in a second display mode, so that the first scene area and the other scene areas are visually distinguishable.

6. The method according to claim 4, characterized in that, After the step of displaying the virtual map corresponding to the game scene in the graphical user interface, the method further includes: In the virtual map, the first scene area associated with the multiple scene areas displays the location identifier corresponding to the second location.

7. The method according to claim 4, characterized in that, After the step of displaying the virtual map corresponding to the game scene in the graphical user interface, the method further includes: Determine a second scene region in which the virtual objects are deployed among the multiple scene regions; In the virtual map, the associated second scene area displays the object identifier corresponding to the virtual object.

8. The method according to claim 1, characterized in that, The virtual object is configured to remain stationary in the game scene.

9. The method according to claim 1, characterized in that, The first object deployment operation and the second deployment operation share the skill cooldown time.

10. The method according to claim 1, characterized in that, The virtual object includes virtual object attributes, which are configured to decrease when the virtual object is attacked. The method further includes: In response to the virtual object's attributes falling below a preset threshold, the virtual object is removed from the game scene.

11. The method according to claim 1, characterized in that, The method further includes: In response to a movement control command, the first object is controlled to move within the game scene; When a preset positional relationship is satisfied between the first object and the target virtual object, in response to the object merging instruction, the first object and the target virtual object are controlled to merge, so as to switch the first object to the target object generated by merging the first object and the target virtual object.

12. The method according to claim 11, characterized in that, The target virtual object includes target virtual object attributes. After the step of controlling the switching of the first object to the target object, the method further includes: The control configures the target virtual object attribute as the target object attribute of the target object.

13. The method according to claim 12, characterized in that, The target object attribute is configured to decrease when the target object is attacked, and the method further includes: In response to the target object's attribute being lower than a preset threshold, based on the target object's current position, the control separates the target object into the first object and the target virtual object; The control configures a first object attribute for the first object and removes the target virtual object from the game scene.

14. The method according to claim 11, characterized in that, After the step of controlling the switching of the first object to the target object, the method further includes: In response to an object separation instruction, based on the current position of the target object, the control separates the target object into the first object and the target virtual object; The control configures first object attributes for the first object and target virtual object attributes for the target virtual object.

15. The method according to claims 1-14, characterized in that, The method further includes: In response to a coordinated attack command against the first object, the system controls the first object to perform a target attack behavior in the game scene, and simultaneously controls all virtual objects generated in the game scene to perform the target attack behavior at their respective locations.

16. A control device for a game object, characterized in that, The graphical user interface displays at least a portion of the game scene, the game scene including a first object controlled by the terminal device, and the device includes: The first deployment module is used to respond to the deployment operation of the first object and control the generation of a virtual object associated with the first object at a first location determined based on the first object. The second deployment module is used to respond to the second object deployment operation and control the generation of a virtual object associated with the first object at a second location determined based on the virtual map corresponding to the game scene.

17. A terminal device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on said processor; When the processor executes the computer program instructions, it implements the method as described in any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer program instructions that, when executed by a processor, are used to implement the method as described in any one of claims 1 to 15.