A method and device for controlling identification of troops in a game, an electronic device and a medium

CN122937488APending Publication Date: 2026-10-20GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Application Number
CN202510460759.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-11
Publication Date
2026-10-20

AI Technical Summary

Technical Problem

[0003]在策略战争类游戏中,通常包括多个部队交互的画面,而在多个部队交互的过程中,通常是通过控制这多个部队分别对应的指示标识来辅助游戏,但是,目前对上述指示标识的控制方式,会存在多种问题,进而影响游戏交互

Benefits of technology

[0015]本申请实施例提供的上述游戏中部队标识的控制方法、装置、电子设备及介质,在图形用户界面中显示多个部队中每个部队的部队标识,当游戏中各个部队的部队标识移动时,判断多个部队的部队标识是否重叠;如果重叠,确定当前重叠的第一组部队标识,并控制第一组部队标识中的第一部队标识按照第一移动信息移动,以使第一组部队标识中的第一部队标识和第一组内其他部队标识两两不重叠;第一移动信息至少根据第一部队标识与每一第一组内其他部队标识的重叠区域以及第一部队标识的实际移动方向确定。通过上述方案,本申请能够在移动的部队标识重叠后,控制重叠的部队标识互斥移动不重叠,减少了游戏中对部队标识的遮挡,为游戏交互提供了更丰富和准确的信息指示,进而提高了游戏的交互效率。

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Abstract

This application provides a method, device, electronic device, and medium for controlling unit identifiers in a game. The method includes: displaying the unit identifier of each unit among multiple units in a graphical user interface; when the unit identifiers of each unit move in the game, determining whether the unit identifiers of the multiple units overlap; if they overlap, identifying the first group of overlapping unit identifiers, and controlling the first unit identifier in the first group to move according to first movement information, so that the first unit identifier in the first group does not overlap with any other unit identifiers in the first group. This application can control the overlapping unit identifiers to move mutually exclusively and not overlap after they overlap, reducing the occlusion of unit identifiers in the game, providing richer and more accurate information indicators for game interaction, and thus improving the interaction efficiency of the game.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, device, electronic device, and medium for controlling troop identification in a game. Background Technology

[0002] With the rapid development of game technology, more and more types of games are available for players to choose from, such as strategy war games, and the diversified types of games meet the needs of players.

[0003] In strategy war games, there are usually scenes where multiple units interact. During the interaction of multiple units, the game is usually assisted by controlling the indicators corresponding to these units. However, the current control methods for these indicators have a number of problems, which affect the game interaction. Summary of the Invention

[0004] In view of this, this application provides a method, device, electronic device and medium for controlling troop markers in a game, which can control overlapping troop markers to move mutually exclusively and not overlap after they overlap, reducing the occlusion of troop markers in the game, providing richer and more accurate information indicators for game interaction, and thus improving the interaction efficiency of the game.

[0005] In a first aspect, embodiments of this application provide a method for controlling troop identification in a game. A graphical user interface (GUI) is provided via a terminal device, displaying a game scene that includes multiple troops. The control method includes:

[0006] The unit identifier of each of the plurality of units is displayed in the graphical user interface;

[0007] In response to the movement of the unit identifier, determine whether the unit identifiers of the multiple units overlap;

[0008] If there is an overlap, determine the first group of unit identifiers that are currently overlapping, and control the first unit identifier in the first group of unit identifiers to move according to the first movement information, so that the first unit identifier in the first group of unit identifiers and other unit identifiers in the first group do not overlap with each other; the first movement information is determined at least based on the overlapping area of ​​the first unit identifier with each other unit identifier in the first group and the actual movement direction of the first unit identifier.

[0009] Secondly, embodiments of this application also provide a control device for unit identification in a game, which provides a graphical user interface through a terminal device, displaying a game scene in the graphical user interface, the game scene including multiple units, and the control device comprising:

[0010] The first display module is used to display the unit identifier of each of the plurality of units in the graphical user interface;

[0011] The first judgment module is used to respond to the movement of the unit identifier and determine whether the unit identifiers of the multiple units overlap.

[0012] The first control module is used to determine the first group of overlapping unit identifiers if they overlap, and control the first unit identifier in the first group of unit identifiers to move according to the first movement information, so that the first unit identifier in the first group of unit identifiers and other unit identifiers in the first group do not overlap with each other; the first movement information is determined at least based on the overlapping area of ​​the first unit identifier with each other unit identifier in the first group and the actual movement direction of the first unit identifier.

[0013] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the control method for unit identifiers in a game as described in any of the first aspects.

[0014] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the control method for unit identifiers in a game as described in any of the first aspects.

[0015] The method, apparatus, electronic device, and medium for controlling unit identifiers in games provided in this application display the unit identifier of each unit in a graphical user interface. When the unit identifiers of various units move in the game, it is determined whether the unit identifiers of multiple units overlap. If they overlap, the first group of overlapping unit identifiers is identified, and the first unit identifier in the first group is controlled to move according to first movement information, so that the first unit identifier in the first group does not overlap with any other unit identifiers in the first group. The first movement information is determined at least based on the overlapping area of ​​the first unit identifier with each other unit identifier in the first group and the actual movement direction of the first unit identifier. Through the above scheme, this application can control the overlapping unit identifiers to move mutually exclusively and not overlap after they overlap, reducing the occlusion of unit identifiers in the game, providing richer and more accurate information indications for game interaction, and thus improving the interaction efficiency of the game. Attached Figure Description

[0016] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0017] Figure 1 A flowchart illustrating a first method for controlling unit identifiers in a game, as provided in an embodiment of this application, is shown.

[0018] Figure 2a The diagram shows the positional relationship between the leader role and the unit insignia of the corresponding unit, as well as the diagram of the leader role and the corresponding unit insignia.

[0019] Figure 2b A schematic diagram showing the security zone and the center point of the troop markings is provided.

[0020] Figure 2c (left) and Figure 2c (Right) shows schematic diagrams of the two unit identifiers after they overlapped and the repulsion rule was applied;

[0021] Figure 3a A flowchart illustrating a second method for controlling unit identifiers in a game, as provided in an embodiment of this application, is shown.

[0022] Figure 3b The diagram illustrates how, when the identifier of a first unit overlaps with the identifiers of other units within a first group, a first intermediate vector is determined to ensure that the identifier of the first unit does not overlap with the identifiers of other units within each first group.

[0023] Figure 4 A flowchart illustrating a third method for controlling unit identifiers in a game, as provided in an embodiment of this application, is shown.

[0024] Figure 5 (Left), Figure 5 (Medium) and Figure 5 (Right) shows a diagram illustrating the process of a pair of troop insignia attracting each other when conditions are met, the direction of the main target is indicated by an arrow, and the attraction is completed.

[0025] Figure 6 A flowchart illustrating the fourth method for controlling unit identifiers in a game, as provided in an embodiment of this application, is shown.

[0026] Figure 7 (left) and Figure 7 (Right) shows the attraction diagrams of other unit icons in the third group that are obstructing the movement of the second unit icon towards the third unit icon;

[0027] Figure 8 A schematic diagram showing arrows and circular tracks in the second unit's insignia is shown;

[0028] Figure 9 This invention provides a schematic diagram of the structure of a control device for troop identification in a game, according to an embodiment of this application.

[0029] Figure 10 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation

[0030] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0031] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0032] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0033] In current strategy war games, interactions between multiple units are typically assisted by controlling individual unit markers. However, current methods of controlling these markers have several problems that affect game interaction. Therefore, this application provides a method, device, electronic device, and medium for controlling unit markers in a game. This method controls overlapping unit markers to prevent them from overlapping and to move mutually exclusively, reducing obstruction of unit markers and providing richer and more accurate information for game interaction, thereby improving the efficiency of game interaction.

[0034] In one embodiment of this application, a method for controlling troop identification in a game can run on a terminal device or a server. The terminal device can be a local terminal device. When the method for processing cosmetic items runs on a server, this method can be implemented and executed based on a cloud interaction system, which includes a server and client devices (i.e., terminal devices).

[0035] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of the processing methods for cosmetic items are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0036] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0037] The embodiments of this application are mainly applied to strategy war games. To facilitate the understanding of the embodiments of this application, the following provides a detailed description of a method, device, electronic device and medium for controlling unit identifiers in a strategy war game.

[0038] like Figure 1 The illustration shows a method for controlling unit identification in a game, provided in an embodiment of this application. A graphical user interface (GUI) is provided through a terminal device, displaying a game scene including multiple units. The control method includes:

[0039] S101. Display the unit identifier of each of the plurality of units in the graphical user interface.

[0040] S102. In response to the movement of the unit identifier, determine whether the unit identifiers of the multiple units overlap.

[0041] S103. If there is an overlap, determine the first group of unit identifiers that are currently overlapping, and control the first unit identifier in the first group of unit identifiers to move according to the first movement information, so that the first unit identifier in the first group of unit identifiers and other unit identifiers in the first group do not overlap with each other; the first movement information is determined at least based on the overlapping area between the first unit identifier and each other unit identifier in the first group and the actual movement direction of the first unit identifier.

[0042] The method for controlling unit identifiers in a game, as provided in this application embodiment, displays the unit identifier of each unit among multiple units in a graphical user interface. When the unit identifiers of each unit move in the game, it determines whether the unit identifiers of multiple units overlap. If they overlap, it identifies the first group of overlapping unit identifiers and controls the first unit identifier in the first group to move according to first movement information, so that the first unit identifier in the first group does not overlap with any other unit identifiers in the first group. The first movement information is determined at least based on the overlapping area of ​​the first unit identifier with each other unit identifier in the first group and the actual movement direction of the first unit identifier. Through the above scheme, this application can control the overlapping unit identifiers to move mutually exclusively and not overlap after they overlap, reducing the occlusion of unit identifiers in the game, providing richer and more accurate information indications for game interaction, and thus improving the interaction efficiency of the game.

[0043] The following describes each exemplary step of the embodiments of this application, taking the application of the above method to a terminal device as an example.

[0044] S101. Display the unit identifier of each of the plurality of units in the graphical user interface.

[0045] Strategy war games typically include multiple units, each with at least one leader (often referred to as a general in the game). Figure 2a The text is a mix of seemingly unrelated phrases and sentences, making it impossible to translate coherently. It appears to be a collection of fragments from various sources, possibly related to military or military units. Figure 2a The diagram shows the unit identifiers 100(a) for "General a", 100(b) for "General b", 100(c) for "General c", and 100(d) for "General d". When a unit is displayed through the graphical user interface provided by the terminal device, its unit identifier is also displayed. The unit identifier is typically located above the unit's leader and within a first preset distance range from the leader. Figure 2a The unit insignia shown is just one example; actual designs may include other forms.

[0046] In the game, unit icons will move based on the game situation and the conditions for movement. These conditions can be at least one of unit movement or camera movement in the game. Accordingly, unit icons can move with the unit or move with the camera in the game. Here, the position of the unit icon can be understood as the actual position of the unit icon in the game.

[0047] In one embodiment, when each unit moves in the game, its unit identifier also moves with the unit; specifically, when a unit moves, the leader of that unit also moves, and correspondingly, the unit identifier also moves with the leader. Here, the unit identifier can move whenever the leader moves; or the unit identifier can move only after the leader has moved a certain distance.

[0048] In another embodiment, when the game camera is controlled to move due to various conditions (such as player operation to rotate the camera or automatic camera rotation under the current game mechanism) (such as zooming in, zooming out or rotating the camera relative to the troops), the displayed troop identifier is controlled to move with the camera; here, the troop identifier following the camera can be as long as the camera moves, or it can be that the troop identifier follows the camera when the camera moves to a certain extent.

[0049] In this embodiment of the application, when the camera moves or the troops move in the game, in response to the troop identifier meeting the movement conditions, the actual movement information of the troop identifier is determined, and the troop identifier is controlled to move according to the actual movement information.

[0050] The aforementioned actual movement information is determined based on the camera's movement direction, camera movement speed, and a preset "camera-unit identifier speed relationship." In practice, this "camera-unit identifier speed relationship" is pre-configured. The movement speed of the unit identifier can be determined based on the camera's movement speed and the preset "camera-unit identifier speed relationship." The camera's movement direction is determined as the movement direction of the unit identifier. Based on the movement direction and speed of the unit identifier, the actual movement information of the unit identifier can be determined.

[0051] Alternatively, the actual movement information mentioned above is determined based on the movement direction and speed of the troops, and a preset "troop-troop identifier speed relationship". When the "troop-troop identifier speed relationship" is 1:1, the troop speed is equal to the troop identifier speed. Therefore, the actual movement information mentioned above is determined based on the movement direction and speed of the troops. Specifically, the movement speed of the troops is determined to be the movement speed of the troop identifier, and the movement direction of the camera is determined to be the movement direction of the troop identifier. The actual movement information of the troop identifier can be determined based on the movement direction and speed of the troop identifier.

[0052] S102. In response to the movement of the unit identifier, determine whether the unit identifiers of the multiple units overlap.

[0053] Here, when the unit icon moves with the unit or moves with the game camera, it is determined whether the unit icons of the multiple units currently displayed overlap.

[0054] The aforementioned overlap determination method includes: for each displayed unit identifier, determining the geometric regions corresponding to the unit identifiers of multiple units respectively; determining whether the geometric regions of multiple unit identifiers overlap, and determining whether the unit identifiers overlap based on the overlap determination results of the aforementioned geometric regions.

[0055] In a specific embodiment, the aforementioned geometric region is a rectangular region (specifically a rectangle or a square); the aforementioned troop identifier includes an avatar, used to indicate the corresponding troop in the game; the aforementioned troop identifier may also include other content (i.e. other instruction information), such as combat power information in different dimensions (including its own combat power information and the combat power information of the team it leads), weather information, etc.

[0056] like Figure 2bAs shown, each unit identifier corresponds to a predefined safe area CanvasInfoArea. CanvasInfoArea is a rectangular area. CanvasInfoArea is the area used to determine whether unit identifiers overlap, and it also serves as the boundary between unit identifiers when the magnetic rules are applied. CanvasInfoArea includes a set of side lengths w and h, where w is a fixed value, and h varies with the adaptation length of the avatar content. In this embodiment, w is the same in the safe areas CanvasInfoArea of ​​multiple unit identifiers, while h can be the same or different, depending on the game requirements. Here, determining whether unit identifiers overlap means determining whether the aforementioned safe areas CanvasInfoArea of ​​each unit identifier overlap.

[0057] here, Figure 2b The CanvasInfoArea is just one example; actual designs can include other forms.

[0058] S103. If there is an overlap, determine the first group of unit identifiers that are currently overlapping, and control the first unit identifier in the first group of unit identifiers to move according to the first movement information, so that the first unit identifier in the first group of unit identifiers and other unit identifiers in the first group do not overlap with each other; the first movement information is determined at least based on the overlapping area between the first unit identifier and each other unit identifier in the first group and the actual movement direction of the first unit identifier.

[0059] In one implementation, once it is determined that the unit identifiers of multiple units overlap, no game conditions are set, and a mutual exclusion rule is triggered (i.e., mutual exclusion processing is performed) for all overlapping unit identifiers.

[0060] In another implementation, when it is determined that the unit identifiers of multiple units overlap, a first preset game condition is pre-set, and a mutual exclusion rule (i.e., mutual exclusion processing) is triggered for overlapping unit identifiers that meet the first preset game condition. In this scenario, after determining the overlap, a first group of unit identifiers that are currently overlapping and whose corresponding units meet the first preset game condition is determined; wherein, the first preset game condition includes at least one of the game state and the height level; the first preset game condition is a game condition pre-configured through a configuration control.

[0061] In practice, the game includes multiple game states and multiple height levels. Each of the multiple units corresponds to a game state and a height level. The game states include: marching state, preparation state, and combat state. The height levels are the heights in the game with the ground as the baseline. For example, 0-20 meters is the first level M0 height, 20-50 meters is the second level M1 height, and 50-100 meters is the third level M2 height. Specifically, the height difference between different levels is determined according to the actual game and is not specifically limited. In the game, each unit corresponds to a height level and a game state. For example, unit A is in the preparation state at 0 meters (i.e., at height M0), and unit B is in the combat state at 0 meters (i.e., at height M0). In this embodiment, the first preset game conditions can be set according to game requirements. For example, the mutual exclusion rule (i.e., mutual exclusion processing) is triggered only when the unit is at heights M0, M1, and M2 and in the combat state, thus obtaining the first preset game conditions.

[0062] Accordingly, one or more sets of first-group troop identifiers that are currently overlapping and satisfy the aforementioned mutual exclusion rule are identified, and the mutual exclusion rule is enforced on the aforementioned first-group troop identifiers. That is, if there is an overlapping area in the CanvasInfoArea between the avatars under each camera view, the mutual exclusion rule will be enforced. Here, the aforementioned first-group troop identifiers include at least two troop identifiers.

[0063] Specifically, for each group of first-group unit identifiers, the first unit identifier within that first-group unit identifier is determined. Once the first unit identifier is determined, a first movement vector is determined based on the overlapping area between the first unit identifier and other unit identifiers within each first group, as well as the actual movement direction of the first unit identifier. First movement information is then determined based on this first movement vector. Here, the movement direction of the first movement vector can be the same as or opposite to the actual movement direction of the first unit identifier. Then, the first unit identifiers within the first group are controlled to move according to the first movement information, ensuring that the first unit identifiers within the first group do not overlap with any other unit identifiers within the first group.

[0064] In this embodiment, when the first group of unit identifiers includes two unit identifiers, either one unit identifier can be determined as the first unit identifier, or both unit identifiers can be determined as the first unit identifier. When the first group of unit identifiers includes n (n>2, n is a positive integer) unit identifiers, any number of unit identifiers from 1 to n can be determined as the first unit identifier. In this embodiment, to improve computational efficiency and quickly respond to the game, the following method for determining the first unit identifier is set: when any pair of unit identifiers in the first group of unit identifiers overlaps due to reverse movement, the two unit identifiers in that pair are determined as the first unit identifiers respectively; when any pair of unit identifiers in the first group of unit identifiers overlaps due to same-direction movement, the unit identifier that triggers the overlap (i.e., the faster unit identifier) ​​in that pair is determined as the first unit identifier.

[0065] The following describes, in conjunction with the control method for troop identifiers in a game provided in the embodiments of this application, a method for specifically determining the first movement information of the aforementioned first troop identifier; the actual movement information includes the actual movement direction; such as Figure 3a As shown, the first movement information is determined in the following manner, including:

[0066] S301. For each unit identifier in the first group, determine the overlapping area between the first unit identifier and the other unit identifiers in the first group.

[0067] Here, each first group of unit identifiers may include multiple overlapping areas where at least two unit identifiers overlap, generated by each first unit identifier overlapping with one or more other unit identifiers within the first group moving in the same or opposite direction. Therefore, after determining the first unit identifiers, the overlapping areas of the first unit identifiers with other unit identifiers within each first group are determined.

[0068] S302. Based on the overlapping area and the actual movement direction of the first unit identifier, determine a first intermediate vector in which the first unit identifier does not overlap with other unit identifiers in the first group; the movement direction of the first intermediate vector is the same as or opposite to the actual movement direction.

[0069] After determining the overlapping areas between the first unit's identification and the identifications of other units within each first group, the opposing positions of the first unit's identification and the identifications of other units within each first group are determined based on these overlapping areas, such as... Figure 2cIn (left), based on the overlapping area of ​​unit identifier 201, which serves as the identifier of the first unit, and unit identifier 202, which serves as the identifier of other units in the first group, the first intermediate vector in which unit identifier 201 and unit identifier 202 do not overlap can be determined by taking the actual moving direction of unit identifier 201 as the control moving direction; similarly, the first intermediate vector in which unit identifier 202 and unit identifier 201 do not overlap can also be determined.

[0070] Alternatively, based on the overlapping area of ​​unit identifier 201, which serves as the identifier of the first unit, and unit identifier 202, which serves as the identifier of other units in the first group, the first intermediate vector in which unit identifier 201 and unit identifier 202 do not overlap can be determined by taking the opposite direction of the actual movement direction of unit identifier 201 as the control movement direction; similarly, the first intermediate vector in which unit identifier 202 and unit identifier 201 do not overlap can also be determined.

[0071] Here, it is necessary to explain the selection direction of the first intermediate vector based on the actual direction of movement:

[0072] Based on the overlapping area, the threshold range satisfied by the overlapping area, and the actual movement direction of the first unit identifier, a first intermediate vector is determined so that the first unit identifier does not overlap with other unit identifiers in the first group; wherein, when the overlapping area satisfies the first threshold range, the direction of the first intermediate vector is opposite to the actual movement direction; when the overlapping area satisfies the second threshold range, the direction of the first intermediate vector is the same as the actual movement direction; the second threshold range is greater than the first threshold range.

[0073] In this embodiment, two threshold ranges are pre-set for the overlapping region, namely a first threshold range and a second threshold range, wherein the first threshold range is smaller than the second threshold range; for example Figure 2c As shown on the left, when the overlapping area meets a small first threshold range, it indicates that the overlap is not significant. Therefore, the control unit identifier 201 is moved in the opposite direction of its actual movement; similarly, the control unit identifier 202 is moved in the opposite direction of its actual movement. The effect after the movement is as follows: Figure 2c (Right) shows that unit identifier 201 is on the left and unit identifier 202 is on the right. If the overlapping area meets a large second threshold range, it means that there is a lot of overlap. Therefore, control unit identifier 201 to move in the same direction as its actual movement direction. Similarly, control unit identifier 202 to move in the same direction as its actual movement direction. The effect after the movement is that unit identifier 201 is on the right and unit identifier 202 is on the left (not shown in the figure).

[0074] here, Figure 2c (left) and Figure 2cThe diagram shown on the right, illustrating the transition from overlapping to the application of the repulsion rule between the two unit identifiers, is merely an example; other forms may also be present in real-world scenarios.

[0075] S303. Determine a first movement vector based on the first intermediate vector that does not overlap with the identifiers of other units in each first group, and determine the first movement information based on the first movement vector.

[0076] When the identifier of the first unit overlaps with the identifiers of other units within the first group, a first intermediate vector is determined for each unit identifier that does not overlap with the identifiers of other units within the first group, and then a first movement vector is determined. For example... Figure 3b As shown, when A overlaps with B, C, and D simultaneously, the first intermediate vectors between A and B, A and C, and A and D are calculated respectively. Then, the first movement vector of A is calculated based on the average vector of the multiple first intermediate vectors.

[0077] here, Figure 3b The diagram shown, "When the identifier of the first unit overlaps with the identifiers of other units in multiple first groups, a first intermediate vector is determined to be non-overlapping with each other unit identifier in the first group," is only an example. In practice, other forms may also be included.

[0078] In this embodiment of the application, after determining the first intermediate vector that does not overlap with the other unit identifiers in each first group, the first movement vector of the first unit identifier can be determined. The first movement vector, combined with the initial velocity and acceleration, can determine the first movement information.

[0079] Combining steps S301-S303, such as Figure 2b As shown, here, the center point Centroid of the unit identifier is defined. Specifically, it is the center point of the rectangular area (i.e., the safety area CanvasInfoArea) of each unit identifier. It should be noted that Centroid here is a reference core point used in some magnetic rules, and is not limited to the geometric center of the rectangular area; it can be freely adjusted in the project. Figure 2b The troop insignia shown is just one example; actual designs may include other forms.

[0080] In this embodiment, as Figure 2c (include Figure 2c (left) and Figure 2c(Taking the right as an example), taking the center point Centroid as the geometric center point of the avatar portion of the rectangular area of ​​each unit identifier, and taking the first group of unit identifiers as including a pair of unit identifiers (i.e., two unit identifiers, namely unit identifier 201 and unit identifier 202) and the two unit identifiers overlapping due to reverse movement as an example, in Figure 2c (Left) In the diagram, the two arrows that identify unit 201 and unit 202 indicate the actual movement directions of unit 201 and unit 202, respectively.

[0081] Unit identifiers 201 and 202 in the first group of unit identifiers are identified as the first unit identifiers. Taking unit identifier 20 as the first unit identifier, and using the Centroid line connecting unit identifier 201 and other unit identifiers (unit identifier 202) within the same group as a reference, a first movement vector is determined that unit identifier 201 moves in the opposite direction to the other unit identifiers (unit identifier 202) within the group without overlapping. Similarly, a first movement vector is determined that unit identifier 202 moves in the opposite direction to the other unit identifiers (unit identifier 201) within the group without overlapping. During execution, the avatars are pushed apart by the same distance (i.e., the first movement vector) in opposite directions, based on their respective Centroid lines, until the rectangular areas (i.e., the safe area CanvasInfoArea) of the two unit identifiers do not overlap.

[0082] Furthermore, the method for controlling troop identifiers in a game provided in this application embodiment further includes:

[0083] Step a1: If there is an external unit identifier in the current group at the final position of the first unit identifier after it moves according to the first movement information, determine whether the number of overlapping rounds associated with the first unit identifier meets the preset threshold.

[0084] Step b1: If satisfied, keep the current movement of the first unit's identifier unchanged;

[0085] Step c1: If the condition is not met, determine the second group of unit identifiers, including the first unit identifier and the external unit identifier of the current group, as the first group of unit identifiers overlapping in the current round, and control the first unit identifier in the first group of unit identifiers overlapping in the current round to move according to the second movement information, so that the first unit identifier in the first group of unit identifiers overlapping in the current round does not overlap with other unit identifiers in the second group, until the number of overlapping rounds associated with the first group of unit identifiers meets the preset threshold or there is no external unit identifier of the current group at the final movement position of the first unit identifier after moving according to the second movement information.

[0086] Combining steps a1 to c1 above, in this embodiment, after the first repulsion is executed, the avatar of each first unit identifier in the first group of unit identifiers may still be in conflict with other avatars at the final moving position. Therefore, it is also necessary to calculate the second group of unit identifiers of the first unit identifier and the current group of external unit identifiers as the first group of unit identifiers to overlap in the new round, and control the continued execution of the repulsion rule for the new first group of unit identifiers. In practice, this phenomenon may involve many calculations, and too many calculations will cause game lag. Therefore, we set a re-round number associated with each first unit identifier in the first group of unit identifiers. After each round of repulsion is executed, we calculate whether the number of overlapping rounds of the association meets the preset threshold. If it meets the threshold, we do not perform the next repulsion calculation. If it does not meet the threshold, and there is still overlap, we continue to perform the next repulsion calculation until there is no associated overlap or the number of overlapping rounds of the association meets the preset threshold.

[0087] Here, the number of re-associations with each unit identifier in the first group of unit identifiers can be understood as the number of re-associations changing from 0 to 1 for each re-association of the unit identifiers in the first group of unit identifiers. Of course, this is just an example; other settings can be made in practice.

[0088] Here, the calculation method for the second movement information is the same as that for the first movement information, and will not be repeated here.

[0089] Furthermore, such as Figure 4 As shown in the embodiment of this application, the control method for controlling unit identifiers in a game further includes:

[0090] S401. Determine the candidate unit identifiers for which the corresponding unit is currently in combat.

[0091] S402. Determine at least one pair of unit identifiers with a primary objective combat relationship from the candidate unit identifiers; each pair of unit identifiers includes a second unit identifier as the attacker and a third unit identifier as the primary objective.

[0092] S403. Determine whether the actual distance between the positions of each pair of unit identifiers is within the second preset distance range. If so, control the second unit identifier in each pair of unit identifiers to move toward the third unit identifier of its main target according to the third movement information, so that the unit identifiers in the third group of unit identifiers composed of at least one pair of unit identifiers are set adjacent to each other.

[0093] With reference to the above steps S401 to S403, in the battle state, each unit has a primary battle target, and each unit has one primary battle target, but one unit can serve as the primary battle target identified by multiple other units. Correspondingly, each unit identifier in the battle state has a unit identifier that is its primary target. In the embodiments of the present application, at least one pair of unit identifiers having a primary target battle relationship is selected from the candidate unit identifiers whose corresponding units are in the battle state; the at least one pair of unit identifiers may include one pair of unit identifiers, or may include multiple pairs of unit identifiers, and the one pair or multiple pairs of unit identifiers constitute a third group of unit identifiers. Each pair of unit identifiers includes a second unit identifier serving as the attacking side and a third unit identifier serving as the primary target side. It can also be understood that each pair of unit identifiers (or in the third group of unit identifiers) includes two types of unit identifiers: 1. the second unit identifier that takes the primary target as the attacking side; 2. the second unit identifier serving as the primary target.

[0094] It is determined whether the distance between the actual positions of each pair of unit identifiers falls within a second preset distance range. If yes, the second unit identifier in each pair of unit identifiers is controlled to move toward the third unit identifier that is its primary target according to third movement information, so that the unit identifiers in the third group of unit identifiers constituted by the at least one pair of unit identifiers are arranged adjacent to each other, with the purpose of more clearly and intuitively displaying the battle information between the units through the mutual attraction between the unit identifiers. Here, the actual position of the above unit identifier refers to the actual position of the unit identifier relative to the unit, moving following the unit, or moving following the camera.

[0095] Here, there is a combat relationship between the units. When either side becomes the primary target of the other side, or they are mutually primary targets, it is determined whether the distance between the actual positions of the two unit identifiers in the game falls within a second preset distance range (for example, k). If the condition is met, the attraction rule is executed; here, the above determination method is: determining the centroid straight-line distance d between the second unit identifier and the third unit identifier in each pair of unit identifiers, determining whether d is less than k, and if d < k, executing the attraction rule (where k is a configuration value, which is a value greater than 0).

[0096] As Figure 5 shown (including Figure 5 (left), Figure 5 (middle) and Figure 5 (right)), here, the third group of unit identifiers includes a pair of unit identifiers, and the pair of unit identifiers includes a unit identifier 40 and a unit identifier 41, wherein the unit identifier 40 and the unit identifier 41 are mutually primary targets. Figure 5 (left) shows that the distance between the unit identifier 40 and the unit identifier 41 falls within the second preset distance range and starts to attract each other, Figure 5(The image shows that when unit identifiers 40 and 41 are attracted to each other, unit identifiers 40 and 41 respectively indicate the direction of the main target through arrows.) Figure 5 (Right) shows that unit insignia 40 and unit insignia 41 have attracted each other and are in an adjacent state.

[0097] here, Figure 5 (Left), Figure 5 (Medium) and Figure 5 (Right) This is a diagram showing a pair of troop markings from meeting the conditions for attraction, to indicating the direction of the main target through arrows, and then to the completion of the attraction. This is just an example, and other forms may be included in actual situations.

[0098] Furthermore, such as Figure 6 As shown in the embodiment of this application, in the method for controlling unit identifiers in a game, controlling the second unit identifier in each pair of unit identifiers to move towards the third unit identifier of its primary target according to third movement information includes:

[0099] S601. Determine the second intermediate vector of the third unit identifier in each pair of unit identifiers, which is directed towards its primary target.

[0100] S602. Based on the second intermediate vector of multiple second unit identifiers in the third group of unit identifiers, determine the second movement vector of each second unit identifier with the goal of unit identifiers being adjacent to each other, and control each second unit identifier to move towards its main target third unit identifier according to the second movement vector.

[0101] Combining steps S601-S602, for each second unit identifier in each pair of unit identifiers, calculate the second intermediate vector of the third unit identifier toward its main target. Then, for the third group of unit identifiers, determine the second movement vector of each second unit identifier based on the second intermediate vectors of the multiple second unit identifiers it includes, with the goal of unit identifiers being adjacent to each other.

[0102] For example, the third group of unit identifiers includes multiple pairs of unit identifiers: AB, BC, and CB. Therefore, A, B, and C are all second unit identifiers, and their corresponding third unit identifiers are B, C, and B, respectively. A's primary target is B, B's primary target is C, and C's primary target is B. Therefore, B attracts A (i.e., A moves towards B), C attracts B (i.e., A moves towards B), and B attracts C (i.e., C moves towards B). Thus, for A, it needs to move towards B. Therefore, calculate the second intermediate vector from A to B, calculate the second intermediate vector from B to C, and calculate the second intermediate vector from C to B. Then, based on the second intermediate vectors of A, B, and C, and with the pairwise adjacency of A, B, and C as the target, calculate the second movement vectors of A, B, and C respectively.

[0103] Furthermore, in the game troop identification control method provided in this application embodiment, the control method further includes:

[0104] During the process of controlling each second unit identifier to move toward the third unit identifier of its main target according to the third movement information, if there are other unit identifiers in the third group of the third group of unit identifiers between the second unit identifier and the third unit identifier, then the second unit identifier is controlled to move toward the third unit identifier of its main target according to the updated movement vector; the updated movement vector is calculated based on the geometric region of the other unit identifiers in the third group and the second movement vector of the second unit identifier.

[0105] like Figure 7 As shown (including) Figure 7 (left) and Figure 7 (Right) The third group of unit identifiers includes multiple pairs of unit identifiers: AB, BC, and CB. Therefore, A, B, and C are all second unit identifiers, and their corresponding third unit identifiers are B, C, and B, respectively. A's primary target is B, B's primary target is C, and C's primary target is B. Therefore, B attracts A (i.e., A moves towards B), C attracts B (i.e., A moves towards B), and B attracts C (i.e., C moves towards B). For A, if C blocks its movement towards B, or if C exists between A and B, then A's updated movement vector is recalculated based on the parameters of C's rectangular region and A's second movement vector. Then, according to the updated movement vector, A moves to the nearest movable position, i.e., B is adjacent to C, and A is controlled to be adjacent to C.

[0106] here, Figure 7 (left) and Figure 7 (Right) The diagram shows the attraction between other unit markers in the third group that are blocking the movement of the second unit marker towards the third unit marker. This is just an example, and other forms may also be included in the actual situation.

[0107] Here, the C that blocks A to B can be any unit identifier in the third group of unit identifiers, regardless of whether it shares the same primary target as A.

[0108] Furthermore, the method for controlling troop identifiers in a game provided in this application embodiment further includes:

[0109] During the process of controlling each second unit identifier to move toward the third unit identifier of its main target according to the third movement information, if there are other unit identifiers besides the third group of unit identifiers between the second unit identifier and the third unit identifier, then while controlling the second unit identifier to move toward the third unit identifier of its main target, the other unit identifiers are controlled to move repulsively relative to the second unit identifier.

[0110] Here, in the process of a group of heads attracting each other, if there is a D that has no combat relationship with A or B while A is attracting towards its target B, then while controlling A to attract towards target B, controlling D to move in the direction that repels A is equivalent to D being pushed away by A, and it will not block A from moving towards B.

[0111] Furthermore, the method for controlling troop identifiers in a game provided in this application embodiment further includes:

[0112] An indicator arrow is displayed on each second unit marker, the direction of which is the direction from which the second unit marker faces the third unit marker, which is its primary target.

[0113] like Figure 8 As shown, there is a line connecting the center point of each second unit identifier (e.g., unit identifier 80) to the center point of its primary target third unit identifier (e.g., unit identifier 81). The second unit identifier (e.g., unit identifier 80) has an arrow pointing along the aforementioned line toward its primary target third unit identifier (e.g., unit identifier 81). The direction of the second unit identifier toward its primary target third unit identifier is: the direction pointing to the third unit identifier on the line connecting the designated center point of the second unit identifier and the designated center point of the primary target third unit identifier.

[0114] Specifically, the second unit identifier (e.g., unit identifier 80) has a circular track with a designated center point of the second unit identifier as the center and a radius of a set distance R (R is greater than 0), and the arrow is within the rectangular area with the arrow tip pointing to the circular track;

[0115] here, Figure 8 The illustration shown, depicting arrows and a circular track in the Second Unit's insignia, is merely an example; other forms may also be included in actual practice.

[0116] Specifically, the above control method further includes: responding to the movement of either the second or third unit identifier in any pair of unit identifiers, controlling the indicator arrow on the second unit identifier to move along the third unit identifier on a designated circular track; the designated circular track is a circular track with a designated center point of the second unit identifier as the center and a set distance R as the radius.

[0117] In actual gameplay, the second or third unit marker may move. Therefore, the arrow also moves along the designated circular track in the direction of the arrow pointing to the third unit marker, so as to better indicate the third unit marker corresponding to the second unit marker.

[0118] In this embodiment of the application, the control method further includes:

[0119] Step a2: Determine the adjacent points of each pair of unit identifiers in the third group of unit identifiers;

[0120] Step b2: Display preset effects and / or indicator arrows for each second unit identifier at the adjacent points.

[0121] Combining steps a2 and b2 above, in the third group of troops that execute the attraction rule, the result of executing the attraction rule is that the rectangular areas where the troop icons in the third group of troops are located are adjacent to each other. At each pair of adjacent points, an arrow is displayed from the second troop icon toward the third troop icon that is its main target, or a preset effect is displayed, such as a flash, to provide players with combat prompts between troops or combat prompts for the main target.

[0122] Furthermore, in the first embodiment of this application, the entire scheme does not display the overlapping unit identifiers, but only displays the non-overlapping unit identifiers after the overlapping and repulsion processing; in the second embodiment, the entire scheme displays the unit identifiers after the overlapping avatars, and displays the movement process of the avatars from overlapping to non-overlapping after repulsion processing.

[0123] The first implementation method is as follows: After determining the first group of overlapping unit identifiers, the first group of overlapping unit identifiers is not displayed, and after controlling the first unit identifier in the first group of unit identifiers to move according to the first movement information, the first group of non-overlapping unit identifiers are displayed.

[0124] The second implementation method is as follows: After determining the first group of overlapping unit identifiers, the first group of overlapping unit identifiers is displayed on the graphical user interface; the first unit identifier in the first group of unit identifiers is controlled to decelerate and move according to the first movement information.

[0125] Regardless of whether it is the first or the second implementation method, under the mutual exclusion rule: the movement distance is completed within a unit time t (acceleration a1<0, a1 is an uncertain value), the movement speed of the avatar gradually slows down from v1 to 0, which is a deceleration movement with decreasing deceleration.

[0126] Furthermore, in this embodiment of the application, under the attraction rule, controlling the second unit identifier in each pair of unit identifiers to move towards the third unit identifier of its primary target according to the third movement information includes:

[0127] Control the second unit identifier in each pair of unit identifiers to accelerate towards the third unit identifier of its primary target according to the third movement information.

[0128] When they are attracted to each other, the distance is uncertain, and the speed of the head starts from 0 and moves with a constant acceleration a2>0 (getting faster and faster until it catches up), that is, the acceleration increases.

[0129] In addition, the control method for troop identification in the game provided in this application embodiment also has a lead wire effect, and the control method further includes:

[0130] When the response lead function is enabled, it determines whether the corresponding unit meets the second preset game conditions. If it does, a lead is displayed on the graphical user interface between the leader character and the unit identifier of the corresponding unit. The lead is used to indicate the mapping relationship between the unit identifier and the leader character.

[0131] Here, the lead-in function (i.e., lead-in effect) can be configured via a configuration control. This function can be controlled independently; that is, configuring the lead-in function to be on enables it, and configuring it to be off disables it. Furthermore, when configuring the lead-in function, you can also configure the applicable unit status, display level, etc. For example, you can configure the lead-in function to be effective at display levels M0 and M1; configure the lead-in function to be effective during marching, preparation, and combat states; or configure the lead-in function to be effective during preparation and combat states, and ineffective during marching states, etc.

[0132] When the lead-line function is enabled, it determines whether the corresponding unit meets the second preset game conditions. If so, a lead-line (e.g., a line connecting the leader character and the unit's identifier) ​​is displayed on the graphical user interface. Figure 2a As shown, the dotted line is the leader line; the leader line is used to indicate the mapping relationship between the unit identifier and the leader role. Here, all units are given a leader line effect, starting from the leader identifier (i.e., the general's portrait Centroid), and the line always points towards the leader role (i.e., the general model in the unit).

[0133] In addition, other parameters of the lead can be set, such as adjusting the color to suit different factions and adjusting the opacity to suit different player needs.

[0134] The method for controlling unit icons in the game provided in this application can control overlapping unit icons to move mutually exclusively and not overlap after they overlap, reducing the obstruction of unit icons in the game and providing richer and more accurate information indicators for game interaction, thereby improving the game's interaction efficiency. At the same time, it can also apply the attraction rule to similar candidate unit icons in the combat state, so as to more clearly and intuitively display the combat information between units through the attraction between unit icons. In addition, it can also display the indication relationship between units and icons by controlling the lead line, and can be adjusted according to the player's needs, improving the game's flexibility and prompt efficiency.

[0135] Based on the same inventive concept, this application also provides a control device for game unit identifiers corresponding to the control method for game unit identifiers described above. Since the principle of the device in this application is similar to the control method for game unit identifiers described above, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0136] Reference Figure 9 As shown in this embodiment of the application, a control device for identifying units in a game is provided. It provides a graphical user interface (GUI) via a terminal device, displaying a game scene that includes multiple units. The control device includes:

[0137] The first display module 901 is used to display the unit identifier of each of the plurality of units in the graphical user interface;

[0138] The first judgment module 902 is used to respond to the movement of the unit identifier and determine whether the unit identifiers of the multiple units overlap.

[0139] The first control module 903 is used to determine the first group of overlapping unit identifiers if they overlap, and control the first unit identifier in the first group of unit identifiers to move according to the first movement information, so that the first unit identifier in the first group of unit identifiers and other unit identifiers in the first group do not overlap with each other; the first movement information is determined at least based on the overlapping area of ​​the first unit identifier with each other unit identifier in the first group and the actual movement direction of the first unit identifier.

[0140] In one possible implementation, the game includes multiple game states and multiple height levels, with each unit in the multiple units corresponding to a game state and a height level respectively; determining the identifiers of the first group of currently overlapping units includes:

[0141] Identify the first group of unit identifiers that currently overlap and whose corresponding units meet the first preset game conditions; wherein, the first preset game conditions include at least one of the game state and the height level; the first preset game conditions are game conditions pre-configured through configuration controls.

[0142] In one possible implementation, the control device further includes:

[0143] The second judgment module is used to determine the actual movement information of the troop identifier in response to the troop identifier meeting the movement conditions.

[0144] The second control module is used to control the movement of the troop identifier according to the actual movement information; the movement conditions include at least one of troop movement or camera movement in the game.

[0145] In one possible implementation, the unit identifier is located above the leader of its corresponding unit and the distance between the unit identifier and the leader is within a first preset distance range; determining whether the unit identifiers of the multiple units overlap includes:

[0146] Determine the geometric regions corresponding to the unit identifiers of the multiple units;

[0147] Determine whether the geometric regions of multiple unit identifiers overlap.

[0148] In one possible implementation, the actual movement information includes the actual movement direction; the control device further includes:

[0149] The first determining module is configured to: determine the overlapping area between the first unit identifier and other unit identifiers in each first group; determine a first intermediate vector in which the first unit identifier does not overlap with other unit identifiers in the first group based on the overlapping area and the actual movement direction of the first unit identifier; the movement direction of the first intermediate vector is the same as or opposite to the actual movement direction; determine a first movement vector based on the first intermediate vector in which the first unit identifier does not overlap with other unit identifiers in each first group; and determine the first movement information based on the first movement vector.

[0150] In one possible implementation, the control device further includes: determining a first intermediate vector that does not overlap between the first unit identifier and other unit identifiers in the first group, based on the overlapping area and the actual movement direction of the first unit identifier, including:

[0151] Based on the overlapping area, the threshold range satisfied by the overlapping area, and the actual movement direction of the first unit identifier, a first intermediate vector is determined in which the first unit identifier does not overlap with other unit identifiers in the first group.

[0152] Wherein, when the overlapping region meets a first threshold range, the direction of the first intermediate vector is opposite to the actual movement direction; when the overlapping region meets a second threshold range, the direction of the first intermediate vector is the same as the actual movement direction; the second threshold range is greater than the first threshold range.

[0153] In one possible implementation, the control device further includes:

[0154] The third judgment module is used to determine whether the number of overlapping rounds associated with the first group of troops' identifiers meets a preset threshold if there is an external group's identifier at the final moving position after the first unit identifier moves according to the first movement information.

[0155] The third control module is used to maintain the current movement of the first unit identifier if the condition is met; otherwise, it determines a second group of unit identifiers, including the first unit identifier and the external unit identifier of the current group, as the first group of unit identifiers overlapping in the current round, and controls the first unit identifier in the first group of unit identifiers overlapping in the current round to move according to the second movement information, so that the first unit identifier in the first group of unit identifiers overlapping in the current round does not overlap with other unit identifiers in the second group, until the number of overlapping rounds associated with the first group of unit identifiers meets a preset threshold or there is no external unit identifier in the current group at the final movement position of the first unit identifier after moving according to the second movement information.

[0156] In one possible implementation, the control device further includes:

[0157] The second determining module is used to determine the candidate unit identifiers of the corresponding units currently in combat status; and to determine at least one pair of unit identifiers with a primary target combat relationship from the candidate unit identifiers; each pair of unit identifiers includes a second unit identifier as the attacker and a third unit identifier as the primary target.

[0158] The fourth control module is used to determine whether the distance between the actual positions of each pair of troop identifiers is within the second preset distance range. If so, it controls the second troop identifier in each pair of troop identifiers to move toward the third troop identifier of its main target according to the third movement information, so that the troop identifiers in the third group of troop identifiers composed of at least one pair of troop identifiers are set adjacent to each other.

[0159] In one possible implementation, controlling the movement of the second unit identifier in each pair of unit identifiers toward the third unit identifier of its primary target according to third movement information includes:

[0160] Determine the second intermediate vector of each second unit identifier in each pair of unit identifiers toward its primary target, pointing towards the third unit identifier;

[0161] Based on the second intermediate vector of multiple second unit identifiers in the third group of unit identifiers, the second movement vector of each second unit identifier is determined with the goal of unit identifiers being adjacent to each other, and each second unit identifier is controlled to move towards its main target third unit identifier according to the second movement vector.

[0162] In one possible implementation, the control device further includes:

[0163] The fifth control module is used to control each second unit identifier to move toward the third unit identifier of its main target according to the third movement information. If there are other unit identifiers in the third group of the third group of unit identifiers between the second unit identifier and the third unit identifier, the second unit identifier is controlled to move toward the third unit identifier of its main target according to the updated movement vector. The updated movement vector is calculated based on the geometric region of the other unit identifiers in the third group and the second movement vector of the second unit identifier.

[0164] In one possible implementation, the fifth control module is further configured to, while controlling each second unit identifier to move toward the third unit identifier of its main target according to the third movement information, if there are other unit identifiers besides the third group of unit identifiers between the second unit identifier and the third unit identifier, control the other unit identifiers to move repulsively relative to the second unit identifier while controlling the second unit identifier to move toward the third unit identifier of its main target.

[0165] In one possible implementation, the control device further includes:

[0166] The second display module is used to display an indicator arrow on each second unit marker, the direction of which is the direction from which the second unit marker faces the third unit marker, which is its primary target.

[0167] In one possible implementation, the direction of the second unit's identification toward the third unit's identification of its primary target is: the direction of the line connecting the designated center point of the second unit's identification and the designated center point of the third unit's identification of its primary target toward the third unit's identification.

[0168] In one possible implementation, the control device further includes:

[0169] The sixth control module is used to respond to the movement of either the second or third unit identifier in any pair of unit identifiers, and control the indicator arrow on the second unit identifier to move along the third unit identifier on a designated circular track; the designated circular track is a circular track with a designated center point of the second unit identifier as the center and a set distance R as the radius.

[0170] In one possible implementation, the control device further includes:

[0171] The third determining module is used to determine the adjacent points of each pair of adjacent unit identifiers in the third group of unit identifiers;

[0172] The third display module is used to display preset effects and / or indicator arrows for each second unit identifier at the adjacent point.

[0173] In one possible implementation, the control device further includes:

[0174] The eighth control module is used to, after determining the currently overlapping first group of troop identifiers, not display the currently overlapping first group of troop identifiers, and after controlling the first troop identifier in the first group of troop identifiers to move according to the first movement information, display the non-overlapping first group of troop identifiers.

[0175] In one possible implementation, controlling the movement of the first unit identifier in the first group of unit identifiers according to the first movement information includes:

[0176] After identifying the first group of overlapping unit identifiers, display the first group of overlapping unit identifiers on the graphical user interface;

[0177] Control the first unit identifier in the first group of unit identifiers to slow down and move according to the first movement information.

[0178] In one possible implementation, controlling the movement of the second unit identifier in each pair of unit identifiers toward the third unit identifier of its primary target according to third movement information includes:

[0179] Control the second unit identifier in each pair of unit identifiers to accelerate towards the third unit identifier of its primary target according to the third movement information.

[0180] In one possible implementation, the control device further includes:

[0181] The fourth display module is used to respond to the activation of the lead line function, determine whether the corresponding unit meets the second preset game conditions, and if so, display the lead line between the unit identifier of the leader character and the corresponding unit in the graphical user interface; the lead line is used to indicate the mapping relationship between the unit identifier and the leader character.

[0182] Those skilled in the art should understand that Figure 9 The functions of each unit in the control device for the unit identifiers in the game shown can be understood by referring to the relevant description of the control method for unit identifiers in the game mentioned above. Figure 9 The functions of each unit in the control device of the unit icon in the game shown can be implemented by a program running on the processor or by specific logic circuits.

[0183] The control device for unit icons in the game provided in this application can control overlapping unit icons to move mutually exclusively and not overlap after they overlap, reducing the obstruction of unit icons in the game and providing richer and more accurate information indicators for game interaction, thereby improving the game's interaction efficiency. At the same time, it can also apply the attraction rule to similar candidate unit icons in the combat state, so as to more clearly and intuitively display the combat information between units through the attraction between unit icons. In addition, it can also display the indication relationship between units and icons by controlling the lead line, and can be adjusted according to the player's needs, improving the game's flexibility and prompt efficiency.

[0184] like Figure 10 As shown, Figure 10 This is a schematic diagram of the composition structure of the electronic device 1000 provided in the embodiments of this application. The electronic device 1000 includes:

[0185] The electronic device 1000 comprises a processor 1001, a storage medium 1002, and a bus 1003. The storage medium 1002 stores machine-readable instructions executable by the processor 1001. When the electronic device 1000 is running, the processor 1001 communicates with the storage medium 1002 via the bus 1003. The processor 1001 executes the machine-readable instructions to perform the following method:

[0186] A graphical user interface is provided through a terminal device, in which the game scene of the game is displayed, and the game scene includes multiple units; the unit identifier of each of the multiple units is displayed in the graphical user interface;

[0187] In response to the movement of the unit identifier, determine whether the unit identifiers of the multiple units overlap;

[0188] If there is an overlap, determine the first group of unit identifiers that are currently overlapping, and control the first unit identifier in the first group of unit identifiers to move according to the first movement information, so that the first unit identifier in the first group of unit identifiers and other unit identifiers in the first group do not overlap with each other; the first movement information is determined at least based on the overlapping area of ​​the first unit identifier with each other unit identifier in the first group and the actual movement direction of the first unit identifier.

[0189] In one possible implementation, the game includes multiple game states and multiple height levels, with each unit in the multiple units corresponding to a game state and a height level respectively; determining the first group of currently overlapping unit identifiers includes:

[0190] Identify the first group of unit identifiers that currently overlap and whose corresponding units meet the first preset game conditions; wherein, the first preset game conditions include at least one of the game state and the height level; the first preset game conditions are game conditions pre-configured through configuration controls.

[0191] In one possible implementation, the control method further includes:

[0192] In response to the troop identifier meeting the movement conditions, the actual movement information of the troop identifier is determined, and the troop identifier is controlled to move according to the actual movement information; the movement conditions include at least one of troop movement or camera movement in the game.

[0193] In one possible implementation, the unit identifier is located above the leader of its corresponding unit and the distance between the unit identifier and the leader is within a first preset distance range; determining whether the unit identifiers of the multiple units overlap includes:

[0194] Determine the geometric regions corresponding to the unit identifiers of the multiple units;

[0195] Determine whether the geometric regions of multiple unit identifiers overlap.

[0196] In one possible implementation, the actual movement information includes the actual movement direction; the first movement information is determined by:

[0197] For each unit identifier within the first group, determine the overlapping area between the first unit identifier and the identifiers of other units within the first group;

[0198] Based on the overlapping area and the actual movement direction of the first unit identifier, a first intermediate vector is determined so that the first unit identifier does not overlap with other unit identifiers in the first group; the movement direction of the first intermediate vector is the same as or opposite to the actual movement direction.

[0199] A first movement vector is determined based on the first intermediate vector that does not overlap with the identifiers of other units in each first group, and the first movement information is determined based on the first movement vector.

[0200] In one possible implementation, determining a first intermediate vector that prevents the first unit identifier from overlapping with other unit identifiers in the first group, based on the overlapping area and the actual movement direction of the first unit identifier, includes:

[0201] Based on the overlapping area, the threshold range satisfied by the overlapping area, and the actual movement direction of the first unit identifier, a first intermediate vector is determined in which the first unit identifier does not overlap with other unit identifiers in the first group.

[0202] Wherein, when the overlapping region meets a first threshold range, the direction of the first intermediate vector is opposite to the actual movement direction; when the overlapping region meets a second threshold range, the direction of the first intermediate vector is the same as the actual movement direction; the second threshold range is greater than the first threshold range.

[0203] In one possible implementation, the control method further includes:

[0204] If there is an external unit identifier at the final position of the first unit identifier after it moves according to the first movement information, determine whether the number of overlapping rounds associated with the first unit identifier meets the preset threshold.

[0205] If the conditions are met, maintain the current movement of the first unit's identifier.

[0206] If the conditions are not met, a second group of unit identifiers, including the first unit identifier and the external unit identifier of the current group, is determined as the first group of unit identifiers overlapping in the current round. The first unit identifier in the first group of unit identifiers overlapping in the current round is controlled to move according to the second movement information, so that the first unit identifier in the first group of unit identifiers overlapping in the current round does not overlap with other unit identifiers in the second group, until the number of overlapping rounds associated with the first group of unit identifiers meets a preset threshold or there is no external unit identifier in the current group at the final movement position of the first unit identifier after moving according to the second movement information.

[0207] In one possible implementation, the control method further includes:

[0208] Identify the candidate unit identifiers for which the corresponding unit is currently in combat.

[0209] From the candidate unit identifiers, at least one pair of unit identifiers with a primary objective combat relationship is determined; each pair of unit identifiers includes a second unit identifier as the attacker and a third unit identifier as the primary objective.

[0210] Determine whether the actual distance between the positions of each pair of unit identifiers is within the second preset distance range. If so, control the second unit identifier in each pair of unit identifiers to move toward the third unit identifier of its main target according to the third movement information, so that the unit identifiers in the third group of unit identifiers composed of at least one pair of unit identifiers are set adjacent to each other.

[0211] In one possible implementation, controlling the movement of the second unit identifier in each pair of unit identifiers toward the third unit identifier of its primary target according to third movement information includes:

[0212] Determine the second intermediate vector of each second unit identifier in each pair of unit identifiers toward its primary target, pointing towards the third unit identifier;

[0213] Based on the second intermediate vector of multiple second unit identifiers in the third group of unit identifiers, the second movement vector of each second unit identifier is determined with the goal of unit identifiers being adjacent to each other, and each second unit identifier is controlled to move towards its main target third unit identifier according to the second movement vector.

[0214] In one possible implementation, the control method further includes:

[0215] During the process of controlling each second unit identifier to move toward the third unit identifier of its main target according to the third movement information, if there are other unit identifiers in the third group of the third group of unit identifiers between the second unit identifier and the third unit identifier, then the second unit identifier is controlled to move toward the third unit identifier of its main target according to the updated movement vector; the updated movement vector is calculated based on the geometric region of the other unit identifiers in the third group and the second movement vector of the second unit identifier.

[0216] In one possible implementation, the control method further includes:

[0217] During the process of controlling each second unit identifier to move toward the third unit identifier of its main target according to the third movement information, if there are other unit identifiers besides the third group of unit identifiers between the second unit identifier and the third unit identifier, then while controlling the second unit identifier to move toward the third unit identifier of its main target, the other unit identifiers are controlled to move repulsively relative to the second unit identifier.

[0218] In one possible implementation, the control method further includes:

[0219] An indicator arrow is displayed on each second unit marker, the direction of which is the direction from which the second unit marker faces the third unit marker, which is its primary target.

[0220] In one possible implementation, the direction in which the second unit identifier faces the third unit identifier of its primary target is: the direction in which the line connecting the designated center point of the second unit identifier and the designated center point of the third unit identifier of its primary target points towards the third unit identifier.

[0221] In one possible implementation, the control method further includes:

[0222] In response to the movement of either the second or third unit identifier in any pair of unit identifiers, the indicator arrow on the second unit identifier is controlled to move along a designated circular track following the third unit identifier; the designated circular track is a circular track with a designated center point of the second unit identifier as the center and a set distance R as the radius.

[0223] In one possible implementation, the control method further includes:

[0224] Determine the adjacent points of each pair of unit identifiers in the third group of unit identifiers;

[0225] Display preset effects and / or indicator arrows for each second unit identifier at the adjacent points.

[0226] In one possible implementation, the control method further includes:

[0227] After determining the currently overlapping first group of unit identifiers, the currently overlapping first group of unit identifiers is not displayed. After controlling the first unit identifier in the first group of unit identifiers to move according to the first movement information, the non-overlapping first group of unit identifiers is displayed.

[0228] In one possible implementation, controlling the movement of the first unit identifier in the first group of unit identifiers according to the first movement information includes:

[0229] After identifying the first group of overlapping unit identifiers, display the first group of overlapping unit identifiers on the graphical user interface;

[0230] Control the first unit identifier in the first group of unit identifiers to slow down and move according to the first movement information.

[0231] In one possible implementation, controlling the movement of the second unit identifier in each pair of unit identifiers toward the third unit identifier of its primary target according to third movement information includes:

[0232] Control the second unit identifier in each pair of unit identifiers to accelerate towards the third unit identifier of its primary target according to the third movement information.

[0233] In one possible implementation, the control method further includes:

[0234] When the response lead function is enabled, it determines whether the corresponding unit meets the second preset game conditions. If it does, a lead is displayed on the graphical user interface between the leader character and the unit identifier of the corresponding unit. The lead is used to indicate the mapping relationship between the unit identifier and the leader character.

[0235] The electronic device provided in this application can control overlapping unit icons to move mutually exclusively without overlapping after they overlap, reducing the obstruction of unit icons in the game and providing richer and more accurate information for game interaction, thereby improving the game's interaction efficiency. At the same time, it can also apply the attraction rule to similar candidate unit icons in combat, so as to more clearly and intuitively display the combat information between units through the attraction between unit icons. In addition, it can also display the indication relationship between units and icons by controlling the lead line, and can be adjusted according to the player's needs, improving the game's flexibility and prompt efficiency.

[0236] This application also provides a computer-readable storage medium storing executable instructions that, when executed by at least one processor, implement the following method:

[0237] A graphical user interface is provided through a terminal device, in which the game scene of the game is displayed. The game scene includes multiple units, and the unit identifier of each of the multiple units is displayed in the graphical user interface.

[0238] In response to the movement of the unit identifier, determine whether the unit identifiers of the multiple units overlap;

[0239] If there is an overlap, determine the first group of unit identifiers that are currently overlapping, and control the first unit identifier in the first group of unit identifiers to move according to the first movement information, so that the first unit identifier in the first group of unit identifiers and other unit identifiers in the first group do not overlap with each other; the first movement information is determined at least based on the overlapping area of ​​the first unit identifier with each other unit identifier in the first group and the actual movement direction of the first unit identifier.

[0240] In one possible implementation, the game includes multiple game states and multiple height levels, with each unit in the multiple units corresponding to a game state and a height level respectively; determining the first group of currently overlapping unit identifiers includes:

[0241] Identify the first group of unit identifiers that currently overlap and whose corresponding units meet the first preset game conditions; wherein, the first preset game conditions include at least one of the game state and the height level; the first preset game conditions are game conditions pre-configured through configuration controls.

[0242] In one possible implementation, the control method further includes:

[0243] In response to the troop identifier meeting the movement conditions, the actual movement information of the troop identifier is determined, and the troop identifier is controlled to move according to the actual movement information; the movement conditions include at least one of troop movement or camera movement in the game.

[0244] In one possible implementation, the unit identifier is located above the leader of its corresponding unit and the distance between the unit identifier and the leader is within a first preset distance range; determining whether the unit identifiers of the multiple units overlap includes:

[0245] Determine the geometric regions corresponding to the unit identifiers of the multiple units;

[0246] Determine whether the geometric regions of multiple unit identifiers overlap.

[0247] In one possible implementation, the actual movement information includes the actual movement direction; the first movement information is determined by:

[0248] For each unit identifier within the first group, determine the overlapping area between the first unit identifier and the identifiers of other units within the first group;

[0249] Based on the overlapping area and the actual movement direction of the first unit identifier, a first intermediate vector is determined so that the first unit identifier does not overlap with other unit identifiers in the first group; the movement direction of the first intermediate vector is the same as or opposite to the actual movement direction.

[0250] A first movement vector is determined based on the first intermediate vector that does not overlap with the identifiers of other units in each first group, and the first movement information is determined based on the first movement vector.

[0251] In one possible implementation, determining a first intermediate vector that prevents the first unit identifier from overlapping with other unit identifiers in the first group, based on the overlapping area and the actual movement direction of the first unit identifier, includes:

[0252] Based on the overlapping area, the threshold range satisfied by the overlapping area, and the actual movement direction of the first unit identifier, a first intermediate vector is determined in which the first unit identifier does not overlap with other unit identifiers in the first group.

[0253] Wherein, when the overlapping region meets a first threshold range, the direction of the first intermediate vector is opposite to the actual movement direction; when the overlapping region meets a second threshold range, the direction of the first intermediate vector is the same as the actual movement direction; the second threshold range is greater than the first threshold range.

[0254] In one possible implementation, the control method further includes:

[0255] If there is an external unit identifier at the final position of the first unit identifier after it moves according to the first movement information, determine whether the number of overlapping rounds associated with the first unit identifier meets the preset threshold.

[0256] If the conditions are met, maintain the current movement of the first unit's identifier.

[0257] If the conditions are not met, a second group of unit identifiers, including the first unit identifier and the external unit identifier of the current group, is determined as the first group of unit identifiers overlapping in the current round. The first unit identifier in the first group of unit identifiers overlapping in the current round is controlled to move according to the second movement information, so that the first unit identifier in the first group of unit identifiers overlapping in the current round does not overlap with other unit identifiers in the second group, until the number of overlapping rounds associated with the first group of unit identifiers meets a preset threshold or there is no external unit identifier in the current group at the final movement position of the first unit identifier after moving according to the second movement information.

[0258] In one possible implementation, the control method further includes:

[0259] Identify the candidate unit identifiers for which the corresponding unit is currently in combat.

[0260] From the candidate unit identifiers, at least one pair of unit identifiers with a primary objective combat relationship is determined; each pair of unit identifiers includes a second unit identifier as the attacker and a third unit identifier as the primary objective.

[0261] Determine whether the actual distance between the positions of each pair of unit identifiers is within the second preset distance range. If so, control the second unit identifier in each pair of unit identifiers to move toward the third unit identifier of its main target according to the third movement information, so that the unit identifiers in the third group of unit identifiers composed of at least one pair of unit identifiers are set adjacent to each other.

[0262] In one possible implementation, controlling the movement of the second unit identifier in each pair of unit identifiers toward the third unit identifier of its primary target according to third movement information includes:

[0263] Determine the second intermediate vector of each second unit identifier in each pair of unit identifiers toward its primary target, pointing towards the third unit identifier;

[0264] Based on the second intermediate vector of multiple second unit identifiers in the third group of unit identifiers, the second movement vector of each second unit identifier is determined with the goal of unit identifiers being adjacent to each other, and each second unit identifier is controlled to move towards its main target third unit identifier according to the second movement vector.

[0265] In one possible implementation, the control method further includes:

[0266] During the process of controlling each second unit identifier to move toward the third unit identifier of its main target according to the third movement information, if there are other unit identifiers in the third group of the third group of unit identifiers between the second unit identifier and the third unit identifier, then the second unit identifier is controlled to move toward the third unit identifier of its main target according to the updated movement vector; the updated movement vector is calculated based on the geometric region of the other unit identifiers in the third group and the second movement vector of the second unit identifier.

[0267] In one possible implementation, the control method further includes:

[0268] During the process of controlling each second unit identifier to move toward the third unit identifier of its main target according to the third movement information, if there are other unit identifiers besides the third group of unit identifiers between the second unit identifier and the third unit identifier, then while controlling the second unit identifier to move toward the third unit identifier of its main target, the other unit identifiers are controlled to move repulsively relative to the second unit identifier.

[0269] In one possible implementation, the control method further includes:

[0270] An indicator arrow is displayed on each second unit marker, the direction of which is the direction from which the second unit marker faces the third unit marker, which is its primary target.

[0271] In one possible implementation, the direction in which the second unit identifier faces the third unit identifier of its primary target is: the direction in which the line connecting the designated center point of the second unit identifier and the designated center point of the third unit identifier of its primary target points towards the third unit identifier.

[0272] In one possible implementation, the control method further includes:

[0273] In response to the movement of either the second or third unit identifier in any pair of unit identifiers, the indicator arrow on the second unit identifier is controlled to move along a designated circular track following the third unit identifier; the designated circular track is a circular track with a designated center point of the second unit identifier as the center and a set distance R as the radius.

[0274] In one possible implementation, the control method further includes:

[0275] Determine the adjacent points of each pair of unit identifiers in the third group of unit identifiers;

[0276] Display preset effects and / or indicator arrows for each second unit identifier at the adjacent points.

[0277] In one possible implementation, the control method further includes:

[0278] After determining the currently overlapping first group of unit identifiers, the currently overlapping first group of unit identifiers is not displayed. After controlling the first unit identifier in the first group of unit identifiers to move according to the first movement information, the non-overlapping first group of unit identifiers is displayed.

[0279] In one possible implementation, controlling the movement of the first unit identifier in the first group of unit identifiers according to the first movement information includes:

[0280] After identifying the first group of overlapping unit identifiers, display the first group of overlapping unit identifiers on the graphical user interface;

[0281] Control the first unit identifier in the first group of unit identifiers to slow down and move according to the first movement information.

[0282] In one possible implementation, controlling the movement of the second unit identifier in each pair of unit identifiers toward the third unit identifier of its primary target according to third movement information includes:

[0283] Control the second unit identifier in each pair of unit identifiers to accelerate towards the third unit identifier of its primary target according to the third movement information.

[0284] In one possible implementation, the control method further includes:

[0285] When the response lead function is enabled, it determines whether the corresponding unit meets the second preset game conditions. If it does, a lead is displayed on the graphical user interface between the leader character and the unit identifier of the corresponding unit. The lead is used to indicate the mapping relationship between the unit identifier and the leader character.

[0286] The computer-readable storage medium provided in this application can control overlapping unit icons to move mutually exclusively without overlapping after they overlap, reducing the obstruction of unit icons in the game and providing richer and more accurate information indications for game interaction, thereby improving the game's interaction efficiency. At the same time, it can also execute attraction rules on similar candidate unit icons in combat status to more clearly and intuitively display the combat information between units through the attraction between unit icons. In addition, it can also display the indication relationship between units and icons by controlling the lead line, and can be adjusted according to the player's needs, improving the game's flexibility and prompt efficiency.

[0287] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple modules or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection can be through some communication interfaces; the indirect coupling or communication connection of devices or modules can be electrical, mechanical, or other forms.

[0288] The modules described as separate components may or may not be physically separate. The components shown as modules may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0289] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0290] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.

[0291] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for controlling troop identification in a game, characterized in that, A graphical user interface is provided through a terminal device, in which a game scene of the game is displayed. The game scene includes multiple units, and the control method includes: The unit identifier of each of the plurality of units is displayed in the graphical user interface; In response to the movement of the unit identifier, determine whether the unit identifiers of the multiple units overlap; If there is an overlap, determine the first group of unit identifiers that are currently overlapping, and control the first unit identifier in the first group of unit identifiers to move according to the first movement information, so that the first unit identifier in the first group of unit identifiers and other unit identifiers in the first group do not overlap with each other; the first movement information is determined at least based on the overlapping area of ​​the first unit identifier with each other unit identifier in the first group and the actual movement direction of the first unit identifier.

2. The method for controlling troop identification in a game according to claim 1, characterized in that, The game includes multiple game states and multiple height levels, and each of the multiple units corresponds to a game state and a height level respectively; The determination of the first group of overlapping unit identifiers includes: Identify the first group of unit identifiers that currently overlap and whose corresponding units meet the first preset game conditions; wherein, the first preset game conditions include at least one of the game state and the height level; the first preset game conditions are game conditions pre-configured through configuration controls.

3. The method for controlling troop identification in a game according to claim 1, characterized in that, The control method further includes: In response to the troop identifier meeting the movement conditions, the actual movement information of the troop identifier is determined, and the troop identifier is controlled to move according to the actual movement information; the movement conditions include at least one of troop movement or camera movement in the game.

4. The method for controlling troop identification in a game according to claim 1, characterized in that, The unit identifier is located above the leader of its corresponding unit and the distance between the unit identifier and the leader is within a first preset distance range; The determination of whether the unit identifiers of the multiple units overlap includes: Determine the geometric regions corresponding to the unit identifiers of the multiple units; Determine whether the geometric regions of multiple unit identifiers overlap.

5. The method for controlling troop identification in a game according to claim 3, characterized in that, The actual movement information includes the actual movement direction; the first movement information is determined by the following methods: For each unit identifier within the first group, determine the overlapping area between the first unit identifier and the identifiers of other units within the first group; Based on the overlapping area and the actual movement direction of the first unit identifier, a first intermediate vector is determined so that the first unit identifier does not overlap with other unit identifiers in the first group; the movement direction of the first intermediate vector is the same as or opposite to the actual movement direction. A first movement vector is determined based on the first intermediate vector that does not overlap with the identifiers of other units in each first group, and the first movement information is determined based on the first movement vector.

6. The method for controlling troop identification in a game according to claim 5, characterized in that, The step of determining a first intermediate vector that does not overlap between the first unit identifier and other unit identifiers in the first group, based on the overlapping area and the actual movement direction of the first unit identifier, includes: Based on the overlapping area, the threshold range satisfied by the overlapping area, and the actual movement direction of the first unit identifier, a first intermediate vector is determined in which the first unit identifier does not overlap with other unit identifiers in the first group. Wherein, when the overlapping region meets a first threshold range, the direction of the first intermediate vector is opposite to the actual movement direction; when the overlapping region meets a second threshold range, the direction of the first intermediate vector is the same as the actual movement direction; the second threshold range is greater than the first threshold range.

7. The method for controlling troop identification in a game according to claim 1, characterized in that, The control method further includes: If there is an external unit identifier at the final position of the first unit identifier after it moves according to the first movement information, determine whether the number of overlapping rounds associated with the first unit identifier meets the preset threshold. If the conditions are met, maintain the current movement of the first unit's identifier. If the conditions are not met, a second group of unit identifiers, including the first unit identifier and the external unit identifier of the current group, is determined as the first group of unit identifiers overlapping in the current round. The first unit identifier in the first group of unit identifiers overlapping in the current round is controlled to move according to the second movement information, so that the first unit identifier in the first group of unit identifiers overlapping in the current round does not overlap with other unit identifiers in the second group, until the number of overlapping rounds associated with the first group of unit identifiers meets a preset threshold or there is no external unit identifier in the current group at the final movement position of the first unit identifier after moving according to the second movement information.

8. The method for controlling troop identification in a game according to claim 4, characterized in that, The control method further includes: Identify the candidate unit identifiers for which the corresponding unit is currently in combat. From the candidate unit identifiers, at least one pair of unit identifiers with a primary objective combat relationship is determined; each pair of unit identifiers includes a second unit identifier as the attacker and a third unit identifier as the primary objective. Determine whether the actual distance between the positions of each pair of unit identifiers is within the second preset distance range. If so, control the second unit identifier in each pair of unit identifiers to move toward the third unit identifier of its main target according to the third movement information, so that the unit identifiers in the third group of unit identifiers composed of at least one pair of unit identifiers are set adjacent to each other.

9. The method for controlling troop identification in a game according to claim 8, characterized in that, The control of the second unit identifier in each pair of unit identifiers to move towards the third unit identifier of its primary target according to the third movement information includes: Determine the second intermediate vector of each second unit identifier in each pair of unit identifiers toward its primary target, pointing towards the third unit identifier; Based on the second intermediate vector of multiple second unit identifiers in the third group of unit identifiers, the second movement vector of each second unit identifier is determined with the goal of unit identifiers being adjacent to each other, and each second unit identifier is controlled to move towards its main target third unit identifier according to the second movement vector.

10. The method for controlling troop identification in a game according to claim 8, characterized in that, The control method further includes: During the process of controlling each second unit identifier to move toward the third unit identifier of its main target according to the third movement information, if there are other unit identifiers in the third group of the third group of unit identifiers between the second unit identifier and the third unit identifier, then the second unit identifier is controlled to move toward the third unit identifier of its main target according to the updated movement vector; the updated movement vector is calculated based on the geometric region of the other unit identifiers in the third group and the second movement vector of the second unit identifier.

11. The method for controlling troop identification in a game according to claim 8, characterized in that, The control method further includes: During the process of controlling each second unit identifier to move toward the third unit identifier of its main target according to the third movement information, if there are other unit identifiers besides the third group of unit identifiers between the second unit identifier and the third unit identifier, then while controlling the second unit identifier to move toward the third unit identifier of its main target, the other unit identifiers are controlled to move repulsively relative to the second unit identifier.

12. The method for controlling troop identification in a game according to claim 8, characterized in that, The control method further includes: An indicator arrow is displayed on each second unit marker, the direction of which is the direction from which the second unit marker faces the third unit marker, which is its primary target.

13. The method for controlling troop identification in a game according to claim 12, characterized in that, The direction in which the second unit's identifier faces the third unit's identifier, which is the direction of the line connecting the designated center point of the second unit's identifier and the designated center point of the third unit's identifier, which points towards the third unit's identifier.

14. The method for controlling troop identification in a game according to claim 12, characterized in that, The control method further includes: In response to the movement of either the second or third unit identifier in any pair of unit identifiers, the indicator arrow on the second unit identifier is controlled to move along a designated circular track following the third unit identifier; the designated circular track is a circular track with a designated center point of the second unit identifier as the center and a set distance R as the radius.

15. The method for controlling troop identification in a game according to claim 8, characterized in that, The control method further includes: Determine the adjacent points of each pair of unit identifiers in the third group of unit identifiers; Display preset effects and / or indicator arrows for each second unit identifier at the adjacent points.

16. The method for controlling troop identification in a game according to claim 1, characterized in that, The control method further includes: After determining the currently overlapping first group of unit identifiers, the currently overlapping first group of unit identifiers is not displayed. After controlling the first unit identifier in the first group of unit identifiers to move according to the first movement information, the non-overlapping first group of unit identifiers is displayed.

17. The method for controlling troop identification in a game according to claim 8, characterized in that, The control of the first unit identifier in the first group of unit identifiers to move according to the first movement information includes: After identifying the first group of overlapping unit identifiers, display the first group of overlapping unit identifiers on the graphical user interface; Control the first unit identifier in the first group of unit identifiers to slow down and move according to the first movement information.

18. The method for controlling troop identification in a game according to claim 8, characterized in that, The control of the second unit identifier in each pair of unit identifiers to move towards the third unit identifier of its primary target according to the third movement information includes: Control the second unit identifier in each pair of unit identifiers to accelerate towards the third unit identifier of its primary target according to the third movement information.

19. The method for controlling troop identification in a game according to claim 4, characterized in that, The control method further includes: When the response lead function is enabled, it determines whether the corresponding unit meets the second preset game conditions. If it does, a lead is displayed on the graphical user interface between the leader character and the unit identifier of the corresponding unit. The lead is used to indicate the mapping relationship between the unit identifier and the leader character.

20. A control device for troop identification in a game, characterized in that, A graphical user interface is provided through a terminal device, displaying a game scene including multiple units. The control device includes: The first display module is used to display the unit identifier of each of the plurality of units in the graphical user interface; The first judgment module is used to respond to the movement of the unit identifier and determine whether the unit identifiers of the multiple units overlap. The first control module is used to determine the first group of overlapping unit identifiers if they overlap, and control the first unit identifier in the first group of unit identifiers to move according to the first movement information, so that the first unit identifier in the first group of unit identifiers and other unit identifiers in the first group do not overlap with each other; the first movement information is determined at least based on the overlapping area of ​​the first unit identifier with each other unit identifier in the first group and the actual movement direction of the first unit identifier.

21. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the control method for unit identifiers in a game as described in any one of claims 1 to 19.

22. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the control method for unit identifiers in a game as described in any one of claims 1 to 19.