CN111841002A - Formation method and device, electronic equipment and storage medium - Google Patents

Formation method and device, electronic equipment and storage medium Download PDF

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Publication number
CN111841002A
CN111841002A CN202010774683.1A CN202010774683A CN111841002A CN 111841002 A CN111841002 A CN 111841002A CN 202010774683 A CN202010774683 A CN 202010774683A CN 111841002 A CN111841002 A CN 111841002A
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China
Prior art keywords
game
boundary
formation
unit
border
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CN202010774683.1A
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Chinese (zh)
Inventor
刘海岩
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202010774683.1A priority Critical patent/CN111841002A/en
Publication of CN111841002A publication Critical patent/CN111841002A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a formation method, a formation device, an electronic device and a storage medium, wherein the method comprises the following steps: responding to a pressing operation with the pressing operation duration exceeding a preset duration aiming at a first target game unit, and displaying a first boundary on the periphery of a touch point of the pressing operation; in response to the sliding operation exceeding the first boundary, when the sliding operation exceeds the first boundary, the game unit is marked by using the first identifier capable of being formed into a queue for each other game unit, and the game unit selected by the sliding operation is formed into a queue.

Description

Formation method and device, electronic equipment and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a formation method, an apparatus, an electronic device, and a storage medium.
Background
In the RTS (Real-Time Strategy Game) Game at the Game end, because there is no convenient operation of mouse frame selection, it brings certain difficulty to formation of Game units in the Game process.
In the prior art, a game interface of an RTS game at a hand game end provides army formation options for a user, and after the user clicks one army formation option, the user can operate a game unit under the army as a formation, but the formation method cannot perform mixed formation on the game units in the game, so that the operability of the game is reduced.
Disclosure of Invention
In view of this, embodiments of the present application provide a formation method, an apparatus, an electronic device, and a storage medium, so as to achieve the purpose of freely forming game units in a game.
In a first aspect, an embodiment of the present application provides a formation method, which is applied to a touch terminal, where a plurality of game units and a part or all of game scenes are displayed on a graphical user interface of the touch terminal, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, where the formation method includes:
responding to a pressing operation with the pressing operation duration exceeding a preset duration aiming at a first target game unit, and displaying a first boundary on the periphery of a touch point of the pressing operation;
in response to a sliding operation exceeding the first boundary, marking each other game unit by using a first identifier capable of being formed into a queue when the sliding operation exceeds the first boundary, and forming the game unit selected by the sliding operation into a queue;
wherein the pressing operation and the sliding operation are continuous touch operations.
Optionally, the method further comprises:
before responding to the pressing operation, each game unit is marked with the type identification corresponding to the game unit.
Optionally, the displaying a first boundary at the periphery of a touch point of the pressing operation in response to the pressing operation performed for the first target game unit for which the pressing operation duration exceeds a preset duration includes:
displaying the first boundary at the periphery of the type identifier of the first target game unit in response to the pressing operation for the type identifier of the first target game unit.
Optionally, said tagging the gaming unit with a first identifier that is capable of being queued comprises:
the type identifier of the gaming unit is tagged with a first identifier that can be queued.
Optionally, the method further comprises:
and replacing the first identifier of the second target game unit with the second identifier when the sliding operation selects the second target game unit and the first target game unit to be one formation.
Optionally, the first identifier is a second boundary displayed at the periphery of the type identifier of the game unit, and the second identifier is a third boundary displayed at the periphery of the type identifier of the game unit.
Optionally, the shapes of the first boundary, the second boundary and the third boundary are the same, the colors of the first boundary and the third boundary are the same, and the colors of the first boundary and the second boundary are different.
Optionally, the first boundary and the second boundary have the same shape, and the first boundary and the third boundary have different shapes.
Optionally, the color of the first boundary is the same as the color of the third boundary, and the color of the first boundary is different from the color of the second boundary.
Optionally, the grouping the game units selected by the sliding operation into a formation in response to the sliding operation exceeding the first boundary includes:
and the game units corresponding to the type identifications passed by the sliding operation are organized into a formation in response to the sliding operation exceeding the first boundary.
Optionally, the method further comprises:
and connecting the passed type identifications in a line connection mode according to the sequence of the sliding operation passing the type identifications.
Optionally, the method further comprises:
displaying a control for grouping the formation;
and responding to the clicking operation aiming at the target control, and after the formation is finished, using the formation number corresponding to the target control to form the formation.
In a second aspect, an embodiment of the present application provides a formation method, which is applied to a touch terminal, where a plurality of game units and a part or all of game scenes are displayed on a graphical user interface of the touch terminal, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, where the formation method includes:
responding to the pressing operation of which the pressing operation duration aiming at the first target game unit exceeds the preset duration, and displaying the identifier which is corresponding to each game unit and is used for representing formation;
and in response to the sliding operation under the pressing operation, organizing the game units selected by the sliding operation into a formation.
Optionally, the method further comprises:
before responding to the pressing operation, each game unit is marked with the type identification corresponding to the game unit.
Optionally, the displaying, in response to a pressing operation performed on the first target game unit for which a pressing operation duration exceeds a preset duration, an identifier corresponding to each game unit and used for indicating that formation can be performed includes:
and responding to the pressing operation of the type identifier of the first target game unit, displaying a first boundary at the periphery of the type identifier corresponding to the first target game unit, and displaying a second boundary at the periphery of the type identifiers corresponding to other game units.
Optionally, the method further comprises:
replacing a second boundary of a second target game unit with a third boundary when the sliding operation is to select the second target game unit to be one formation with the first target game unit.
Optionally, the shapes of the first boundary, the second boundary and the third boundary are the same, the colors of the first boundary and the third boundary are the same, and the colors of the first boundary and the second boundary are different.
Optionally, the first boundary and the second boundary have the same shape, and the first boundary and the third boundary have different shapes.
Optionally, the color of the first boundary is the same as the color of the third boundary, and the color of the first boundary is different from the color of the second boundary.
Optionally, the grouping, in response to the sliding operation performed by the pressing operation, the game units selected by the sliding operation into a group includes:
and responding to the sliding operation under the pressing operation, and organizing the game units corresponding to the type identifications passed by the sliding operation into a formation.
Optionally, the method further comprises:
and connecting the passed type identifications in a line connection mode according to the sequence of the sliding operation passing the type identifications.
Optionally, the method further comprises:
displaying a control for grouping the formation;
and responding to the clicking operation aiming at the target control, and after the formation is finished, using the formation number corresponding to the target control to form the formation.
In a third aspect, an embodiment of the present application provides a formation device, which is applied to a touch terminal, where a graphical user interface of the touch terminal displays a plurality of game units and displays a part or all of game scenes, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, where the formation device includes:
the game device comprises a display unit, a first game unit and a second game unit, wherein the display unit is used for responding to a pressing operation, the pressing operation time length of which is longer than the preset time length, performed aiming at the first target game unit and displaying a first boundary at the periphery of a touch point of the pressing operation;
a formation unit, configured to respond to a sliding operation exceeding the first boundary, mark, for each other game unit, the game unit with a first identifier that enables formation when the sliding operation exceeds the first boundary, and form a game unit selected by the sliding operation into a formation;
wherein the pressing operation and the sliding operation are continuous touch operations.
Optionally, before responding to the pressing operation, each game unit is marked with the type identifier corresponding to the game unit.
Optionally, the configuration of the display unit, when configured to respond to a pressing operation performed for a first target game unit for which a pressing operation duration exceeds a preset duration, and display a first boundary at a periphery of a touch point of the pressing operation, includes:
displaying the first boundary at the periphery of the type identifier in response to the pressing operation of the type identifier for the first target game unit.
Optionally, the configuration of the formation unit when used for marking the game unit with the first identifier capable of being formed comprises:
the type identifier of the gaming unit is tagged with a first identifier that can be queued.
Optionally, the formation unit is further configured to replace a first identifier of a second target game unit with a second identifier when the sliding operation selects the second target game unit and the first target game unit to form a formation.
Optionally, the first identifier is a second boundary displayed at the periphery of the type identifier of the game unit, and the second identifier is a third boundary displayed at the periphery of the type identifier of the game unit.
Optionally, the shapes of the first boundary, the second boundary and the third boundary are the same, the colors of the first boundary and the third boundary are the same, and the colors of the first boundary and the second boundary are different.
Optionally, the first boundary and the second boundary have the same shape, and the first boundary and the third boundary have different shapes.
Optionally, the color of the first boundary is the same as the color of the third boundary, and the color of the first boundary is different from the color of the second boundary.
Optionally, the configuration of the formation unit, when configured to form a formation of the game units selected by the sliding operation in response to the sliding operation exceeding the first boundary, includes:
and the game units corresponding to the type identifications passed by the sliding operation are organized into a formation in response to the sliding operation exceeding the first boundary.
Optionally, the queuing unit is further configured to connect the passed type identifiers by using a wire according to the sequence of the sliding operation passed type identifiers.
Optionally, the display unit is further configured to: displaying a control for grouping the formation;
the formation unit is further configured to respond to a click operation for a target control, and after the formation is completed, the formation is grouped by using a group number corresponding to the target control.
In a fourth aspect, an embodiment of the present application provides a formation device, which is applied to a touch terminal, where a plurality of game units and a part or all of game scenes are displayed on a graphical user interface of the touch terminal, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, where the formation device includes:
the display unit is used for responding to the pressing operation of which the pressing operation duration aiming at the first target game unit exceeds the preset duration, and displaying the identifier which is corresponding to each game unit and is used for representing formation;
and the formation unit is used for responding to the sliding operation under the pressing operation and forming the game units selected by the sliding operation into a formation.
Optionally, before responding to the pressing operation, each game unit is marked with the type identifier corresponding to the game unit.
Optionally, when the display unit is configured to display, in response to a pressing operation performed on the first target game unit for which a pressing operation duration exceeds a preset duration, an identifier corresponding to each game unit and indicating that formation can be performed, the display unit includes:
and responding to the pressing operation of the type identifier of the first target game unit, displaying a first boundary at the periphery of the type identifier corresponding to the first target game unit, and displaying a second boundary at the periphery of the type identifiers corresponding to other game units.
Optionally, the formation unit is further configured to replace a second boundary of a second target game unit with a third boundary when the sliding operation is to form a formation by selecting the second target game unit and the first target game unit.
Optionally, the shapes of the first boundary, the second boundary and the third boundary are the same, the colors of the first boundary and the third boundary are the same, and the colors of the first boundary and the second boundary are different.
Optionally, the first boundary and the second boundary have the same shape, and the first boundary and the third boundary have different shapes.
Optionally, the color of the first boundary is the same as the color of the third boundary, and the color of the first boundary is different from the color of the second boundary.
Optionally, the configuration of the formation unit, when configured to form a game unit selected by the sliding operation into a formation in response to the sliding operation by the pressing operation, includes:
and responding to the sliding operation under the pressing operation, and organizing the game units corresponding to the type identifications passed by the sliding operation into a formation.
Optionally, the queuing unit is further configured to connect the passed type identifiers by using a wire according to the sequence of the sliding operation passed type identifiers.
Optionally, the display unit is configured to display a control for grouping the formation;
the formation unit is further configured to respond to a click operation for a target control, and after the formation is completed, the formation is grouped by using a group number corresponding to the target control.
In a fifth aspect, an embodiment of the present application provides an electronic device, including: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the queuing method according to any one of the first or second aspects.
In a sixth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the queuing method according to any one of the first aspect or the second aspect.
The technical scheme provided by the embodiment of the application can have the following beneficial effects:
in the application, when a game unit in a game is formed, a first target game unit displayed on a graphical user interface of a touch terminal can be pressed, when the pressing operation duration of the pressing operation exceeds a preset duration, a first boundary is displayed at the periphery of a touch point of the pressing operation, when the sliding operation under the pressing operation exceeds the first boundary, other game units displayed on the graphical user interface are marked by using a first mark capable of forming, at the moment, the first target game unit and other game units enter a formable state, then the game unit selected under the sliding operation is formed into a form, through the operation, the first target game unit and other game units displayed on the graphical user interface can be freely formed into a form, further, a user can form different types of game units into a form according to the self requirement, and a user can organize a certain number of game units into a formation according to the self requirement, so that the purpose of performing mixed formation on different types of game units is realized, and the operability of the game is improved.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic flow chart of a queuing method according to an embodiment of the present application;
FIG. 2 is a schematic illustration of a graphical user interface provided in an embodiment of the present application;
FIG. 3 is a schematic diagram of another embodiment of a graphical user interface;
FIG. 4 is a schematic illustration of a display of another graphical user interface provided in an embodiment of the present application;
FIG. 5 is a schematic illustration of a display of another graphical user interface provided in an embodiment of the present application;
FIG. 6 is a schematic diagram illustrating a display of another graphical user interface provided in accordance with an embodiment of the present application;
fig. 7 is a schematic flowchart of another queuing method according to an embodiment of the present application;
fig. 8 is a schematic flowchart of a queuing method according to a second embodiment of the present application;
fig. 9 is a display diagram of a graphical user interface provided in the second embodiment of the present application;
fig. 10 is a schematic structural diagram of a formation device according to a third embodiment of the present application;
fig. 11 is a schematic structural diagram of a formation device according to a fourth embodiment of the present application;
fig. 12 is a schematic structural diagram of an electronic device according to a fifth embodiment of the present disclosure.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
Different army types (namely different types of game units) are included in the RTS game, for an end game (such as a desktop computer) RTS game, a user can select different army types through a mouse and then form the army, so that one formation can include different army types, and different army types in one formation are mutually matched to achieve the target purpose in the fighting process.
In the prior art, a game interface of an RTS game at a hand game end provides a weapon type formation option for a user, and after the user clicks a certain weapon type formation option, the user can operate a game unit under the weapon type as a formation, but the formation method cannot perform mixed formation on the game units in the game, that is: different arms are organized into a formation, and only a fixed number of game units can be organized into a formation, such as: the weapon kind that shows on current graphic user interface includes weapon kind 1, weapon kind 2 and weapon kind 3, wherein, the quantity of weapon kind 1 is 5, after the user clicks the option that weapon kind 1 corresponds, the formation that obtains this moment is weapon kind 1 that the quantity is 5, at this moment, the user can only be to quantity 5, the formation of weapon kind for weapon kind 1 is operated, furtherly, in the above-mentioned method, the user can't carry out free mixed formation to the recreation unit according to self demand, promptly: the number of the game units included in one formation and the kind of the included game units cannot be selected, so that the operation requirements of the user during the game cannot be met, and the operability of the game is reduced.
The application provides a formation method, a formation device, electronic equipment and a storage medium, so as to achieve the purpose of freely forming game units in RTS games of hand games.
In the present application, the formation refers to dividing a plurality of game units into one virtual team, and each game unit belonging to the virtual team executes the same virtual action in response to a control command when one virtual team receives the control command, and for example: the present invention relates to a method for managing a plurality of virtual teams, and more particularly, to a method for managing a plurality of virtual teams, which can assign a move command to one virtual team, and move each game unit belonging to the virtual team to the same destination according to the move command.
It should be noted again that, in the present application, the game units displayed on the graphical user interface may include different types of game units, where the different types of game units refer to different types of weapons, and the game attributes of the different types of weapons are different, for example: the moving modes, the possessed skills and the common attack modes of different types of weapons can be different. The game unit referred to in the present application refers to the smallest unit that can be controlled in a game, for example: a virtual character, or in any case a weapon group performing the same virtual action.
The present application will be described in detail below with reference to examples.
Example one
Fig. 1 is a flowchart of a formation method provided in an embodiment of the present application, where the formation method is applied to a touch terminal, a graphical user interface of the touch terminal displays a plurality of game units and displays a part or all of game scenes, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, as shown in fig. 1, the formation method includes the following steps:
step 101, responding to a pressing operation performed on a first target game unit, wherein the pressing operation time length exceeds a preset time length, and displaying a first boundary on the periphery of a touch point of the pressing operation.
102, responding to a sliding operation exceeding the first boundary, marking each other game unit by using a first identifier capable of being formed into a queue when the sliding operation exceeds the first boundary, and forming the game unit selected by the sliding operation into a queue; wherein the pressing operation and the sliding operation are continuous touch operations.
Specifically, when a user wants to select several game units (hereinafter referred to as game units to be queued) of the multiple game units to be queued for queuing in a game process, one game unit can be determined from the game units to be queued as a first target game unit, then a pressing operation is performed on the first target game unit, and when the pressing operation duration of the pressing operation exceeds a preset duration (for example, the pressing operation duration exceeds 0.3S), a first boundary is displayed on the periphery of a touch point of the pressing operation, and in order to determine that the current operation is the queuing operation, after a sliding operation under the pressing operation exceeds the first boundary, other game units on the graphical user interface are marked by using a first identifier capable of being queued, and the game units passed by the sliding operation are grouped into a queue, after the formation is completed, the user can perform a unified operation on the game units in the formation, such as: all game units in the formation are moved to a target position in the game scene by using a moving instruction.
For example, fig. 2 is a schematic display diagram of a graphical user interface provided in an embodiment of the present application, where, as shown in fig. 2, game units on the graphical user interface include a game unit a, a game unit B, a game unit C, a game unit D, and a game unit E, when a pressing operation duration of a pressing operation performed on the game unit a by a user exceeds a preset duration, a first boundary is displayed on a periphery of the game unit a, fig. 3 is a schematic display diagram of another graphical user interface provided in an embodiment of the present application, after a sliding operation (a direction of the sliding operation is shown by a dotted arrow in fig. 3, a touch point of the current sliding operation is shown by an arrow in fig. 3) under the pressing operation exceeds the first boundary, the game unit B, the game unit C, the game unit D, and the game unit E are respectively marked by a first identifier, a starting point of the sliding operation is the game unit a, if the sliding operation also passes through the game unit B and the game unit C, the game units passed by the sliding operation are the game unit A, the game unit B and the game unit C, and after the sliding operation is completed, the game unit A, the game unit B and the game unit C are arranged into a queue.
In the above operation, the first target game unit and other game units displayed on the graphical user interface can be freely formed into a formation by one continuous operation (pressing operation and sliding operation), further, the user can form different kinds of game units into a formation according to the own requirements, and the user can form a certain number of game units into a formation according to the own requirements, thereby realizing the purpose of performing mixed formation on different kinds of game units and further increasing the operability of the game.
It should be noted that, the specific preset time period may be set according to actual needs, and is not specifically limited herein, and the specific first identifier may also be set according to actual needs, for example, the first identifier may be a second boundary (the style of the second boundary may refer to the first boundary in fig. 2 and 3), or a bright color may be used as the first identifier (for example, after the sliding operation exceeds the first boundary, the game unit is highlighted by the bright color), and the like, and the specific first identifier is not specifically limited herein.
In one possible embodiment, each gaming unit is marked with the type identifier corresponding to the gaming unit prior to responding to the pressing operation.
Specifically, in order to facilitate the user to distinguish the types of the game units for the user to select in formation, the game units displayed on the graphical user interface are marked by respective corresponding type identifiers, specifically, the type identifiers can be displayed above the corresponding game units, and the user can visually distinguish the types of the game units through the type identifiers, which is beneficial to reducing the probability of selection errors of the user.
For example, fig. 4 is a schematic display diagram of another graphical user interface provided in the first embodiment of the present application, and it can be shown in fig. 4 after marking each game unit with a corresponding type identifier, where the game unit shown in fig. 4 includes two types of identifiers, that is: comprises two arms.
It should be noted that the specific type identifier may be designed according to the type of the game, and is not limited in detail here.
In one possible embodiment, in executing step 101, the first boundary may be displayed at a periphery of a type identifier of the first target game unit in response to the pressing operation for the type identifier.
Specifically, the game units displayed on the graphical user interface are all marked with type identifiers corresponding to the game units, the different types of game units can be distinguished by users through the type identifiers, and because the display area of the graphical user interface of the touch terminal is relatively small, if the game units are directly operated, a situation of misoperation may occur, in order to facilitate the users to select the first target game unit, the users can perform pressing operation on the type identifiers of the first target game unit when performing the pressing operation, and a first boundary is displayed on the periphery of the type identifiers of the first target game unit, specifically, as shown in the display mode shown in fig. 4.
In one possible embodiment, where the gaming unit is tagged with a first identifier that is capable of being queued, the type identifier of the gaming unit may be tagged with the first identifier that is capable of being queued.
Specifically, after the type identifier of each game unit is marked by using the first identifier, the user can know that other game units displayed on the graphical user interface enter a state in which formation can be performed, and at this time, the user can select other game units to complete formation operation.
For example, fig. 5 is a display schematic diagram of another graphical user interface provided in an embodiment of the present application, a display manner after a touch point of a sliding operation exceeds a first boundary is shown in fig. 5, type identifiers of other game units are marked by using a first identifier, and after the type identifiers of the other game units are marked by using the first identifier, a user may continue to select game units for formation through the sliding operation.
In one possible embodiment, when the sliding operation selects a second target game unit to be in a formation with the first target game unit, the first identifier of the second target game unit is replaced with a second identifier.
Specifically, the game unit selected from the other game units by the sliding operation is set as the second target game unit, after the sliding operation is finished, the first target game unit and the second target game unit can be organized into a formation, and in order to distinguish between a selected gaming unit (i.e. the second target gaming unit) and an unselected gaming unit among other gaming units, after the sliding operation passes through one of the other gaming units (i.e., the gaming unit is selected as a second target gaming unit), the first identifier of the gaming unit is replaced with the second identifier, fig. 6 is a schematic display diagram of another graphical user interface provided in an embodiment of the present application, as shown in fig. 6, after being selected as the second target game unit by the sliding operation, the first identifier shown in fig. 5 is replaced with the second identifier shown in fig. 6.
It should be noted that the second identifier shown in fig. 6 is only an illustrative example, and is not intended to specifically limit the present application, and the specific second identifier may be set according to actual needs, for example: any other identifier different from the first identifier is used as the second identifier, and the specific second identifier is not specifically limited herein.
In one possible embodiment, the first identifier is a second border displayed at the periphery of the type identifier of the gaming unit, and the second identifier is a third border displayed at the periphery of the type identifier of the gaming unit.
Specifically, in order to make the style of the game screen relatively uniform and to distinguish between a selected game unit and a game unit that is not selected among other game units, the first marker is a second boundary displayed on the periphery of the type identifier of the game unit, and the second marker is a third boundary displayed on the periphery of the type identifier of the game unit, that is: the second boundary corresponding to the game unit selected by the sliding operation in the other game units is replaced by the third boundary, and specific replacement manners can refer to fig. 5 and 6.
In one possible embodiment, the first border, the second border and the third border are all the same shape, the first border and the third border are the same color, and the first border and the second border are not the same color.
Specifically, in order to make the style of the game screen relatively uniform and enable the user to distinguish which game units in the graphical user interface have been selected and which game units have not been selected, the selected game units may be marked using a first boundary and a third boundary, and the unselected game units may be marked using a second boundary, wherein the first boundary and the third boundary have the same appearance, and the first boundary and the second boundary have different appearances, and further, the first boundary, the second boundary and the third boundary have the same shape, but the first boundary and the third boundary use the same color, and the first boundary and the second boundary use different colors, as shown in fig. 5 and 6, the first boundary, the second boundary and the third boundary have a circular shape, and the first boundary and the third boundary are rendered with the same color, the first boundary and the second boundary are rendered using different colors.
It should be noted that what color is specifically used for the first boundary and the second boundary can be set according to actual needs, and is not specifically limited herein, and a solid line and a dotted line are used in this application to indicate different colors.
In one possible embodiment, the first boundary and the second boundary are the same shape, and the first boundary and the third boundary are not the same shape.
Specifically, in order to enable the user to distinguish which gaming units in the graphical user interface have been selected and which gaming units have not been selected, the selected gaming units may be marked using a first boundary and a third boundary, and the unselected gaming units may be marked using a second boundary, where the first boundary and the third boundary have the same shape and the first boundary and the second boundary have different shapes, that is: which game units the user has selected are determined by the shape.
In one possible embodiment, the first border and the third border are the same color, and the first border and the second border are not the same color.
Specifically, in order to make the difference between the selected game unit and the unselected game unit more obvious, on the basis that the shapes of the first boundary and the third boundary are the same and the shapes of the first boundary and the second boundary are different, the colors of the first boundary and the third boundary may be the same and the colors of the first boundary and the second boundary may be different.
In a possible embodiment, when the step of grouping the game units selected by the sliding operation into a queue in response to the sliding operation exceeding the first boundary is performed, the game units corresponding to the type identifiers passed by the sliding operation may be grouped into a queue in response to the sliding operation exceeding the first boundary.
Specifically, in order to distinguish different types of game units, a type identifier of the game unit is displayed above the game unit, and for user operation convenience, a user can select a game unit to be organized into a formation by selecting the type identifier through a sliding operation, for example: the path of the sliding operation can be as shown in fig. 6, and at this time, the game units corresponding to the type marks on the sliding path can be organized into a formation.
In a possible embodiment, the passing type identifiers may be connected by using a wire according to the sequence of the sliding operation passing the type identifiers.
Specifically, in order to let the user know the starting point and the current ending point of the sliding operation, the type identifiers passed by the sliding operation may be sequentially connected in a line connection manner, specifically as shown by a dashed line in fig. 6, where the dashed line in fig. 6 may also be replaced by a solid line.
In a possible embodiment, fig. 7 is a schematic flow chart of another queuing method provided in the first embodiment of the present application, and as shown in fig. 7, the queuing method further includes the following steps:
and 701, displaying a control for grouping the formation.
And step 702, responding to the clicking operation aiming at the target control, and after the formation is finished, using a formation number corresponding to the target control to form a group for the formation.
Specifically, the user may also group the completed formation, for example, a group control is displayed on the graphical user interface, the user may click the group control first, then perform the above-mentioned pressing operation and sliding operation, and after the sliding operation is completed, take the game unit through which the sliding operation passes as a formation, and group the formation using the number corresponding to the group control clicked by the user; or after the sliding operation is completed, the game unit passed by the sliding operation is used as a formation, at this time, the user can click the formation control displayed on the graphical user interface, and then the formation is formed by using the number corresponding to the formation control clicked by the user. After the grouping operation of the formation is completed, when a user wants to operate the formation, all game units included in the formation can be found through the grouping, and then the control of the formation is realized through a touch operation.
Example two
Fig. 8 is a flowchart illustrating a formation method provided in a second embodiment of the present application, where the formation method is applied to a touch terminal, a graphical user interface of the touch terminal displays a plurality of game units and a part or all of game scenes, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, as shown in fig. 8, the formation method includes the following steps:
step 801, responding to a pressing operation performed on the first target game unit, wherein the pressing operation time length exceeds a preset time length, and displaying an identifier which is corresponding to each game unit and is used for representing formation.
Step 802, responding to the sliding operation under the pressing operation, and organizing the game units selected by the sliding operation into a formation.
Specifically, a plurality of game units are displayed on the current graphical user interface, during a game, if a user wants to select several game units of the plurality of game units for formation, one game unit can be determined from the game units to be formed as a first target game unit, then a pressing operation is performed on the first target game unit, and when the pressing operation duration of the pressing operation exceeds a preset duration (for example, the pressing operation duration exceeds 0.3S), an identifier corresponding to each game unit and used for representing formation is displayed, that is: at this time, all the game units displayed on the graphical user interface enter a state in which formation can be performed, and then the user can determine the game units included in the formation by the sliding operation under the pressing operation.
For example, fig. 9 is a display schematic diagram of a graphical user interface according to a second embodiment of the present application, and as shown in fig. 9, game units on the graphical user interface include a game unit a, a game unit B, a game unit C, a game unit D, and a game unit E, when a pressing operation duration of a pressing operation of a user on the game unit a exceeds a preset duration, each game unit is marked by using an identifier shown in fig. 9, and then the user can select a game unit to form a team through a sliding operation after the pressing operation.
In the above operation, the first target game unit and other game units displayed on the graphical user interface can be freely formed into a formation by one continuous operation (pressing operation and sliding operation), further, the user can form different kinds of game units into a formation according to the own requirements, and the user can form a certain number of game units into a formation according to the own requirements, thereby realizing the purpose of performing mixed formation on different kinds of game units and further increasing the operability of the game.
In one possible embodiment, each gaming unit is marked with the type identifier corresponding to the gaming unit prior to responding to the pressing operation.
The specific principles can be explained with reference to the first embodiment, and will not be described in detail herein.
In one possible embodiment, in step 801, in response to the pressing operation of the type identifier of the first target game unit, a first boundary may be displayed at the periphery of the type identifier corresponding to the first target game unit, and a second boundary may be displayed at the periphery of the type identifiers corresponding to other game units.
Specifically, the first target game unit and other game units can be distinguished through the display mode, and the user can be informed that the game units in the graphical user interface enter the formation-capable state, and as for the first boundary and the second boundary, reference may be made to the display mode and the related description of the first boundary and the second boundary in fig. 5, and detailed description thereof is omitted here.
In one possible embodiment, the second boundary of the second target game unit is replaced with a third boundary when the sliding operation is to select the second target game unit to be in a formation with the first target game unit.
The specific principles can be explained with reference to the first embodiment, and will not be described in detail herein.
In one possible embodiment, the first border, the second border and the third border are all the same shape, the first border and the third border are the same color, and the first border and the second border are not the same color.
The specific principles can be explained with reference to the first embodiment, and will not be described in detail herein.
In one possible embodiment, the first boundary and the second boundary are the same shape, and the first boundary and the third boundary are not the same shape.
The specific principles can be explained with reference to the first embodiment, and will not be described in detail herein.
In one possible embodiment, the first border and the third border are the same color, and the first border and the second border are not the same color.
The specific principles can be explained with reference to the first embodiment, and will not be described in detail herein.
In a possible embodiment, when the step of grouping the game units selected by the sliding operation into a queue in response to the sliding operation performed by the pressing operation is performed, the game units corresponding to the type identifiers passed by the sliding operation may be grouped into a queue in response to the sliding operation performed by the pressing operation.
The specific principles can be explained with reference to the first embodiment, and will not be described in detail herein.
In a possible embodiment, the passing type identifiers are connected by using a connecting line according to the sequence of the sliding operation passing the type identifiers.
The specific principles can be explained with reference to the first embodiment, and will not be described in detail herein.
In one possible embodiment, the queuing method further comprises: displaying a control for grouping the formation before responding to the pressing operation; and responding to the clicking operation aiming at the target control, and after the sliding operation is finished, grouping the formation by using the grouping number corresponding to the target control.
The specific principles can be explained with reference to the first embodiment, and will not be described in detail herein.
EXAMPLE III
Fig. 10 is a schematic structural diagram of a formation device according to a third embodiment of the present application, which is applied to a touch terminal, where a plurality of game units and a part or all of game scenes are displayed on a graphical user interface of the touch terminal, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, where the formation device includes:
a display unit 1001 configured to display a first boundary on a periphery of a touch point of a pressing operation in response to the pressing operation performed for a first target game unit for which a pressing operation duration exceeds a preset duration;
a formation unit 1002, configured to respond to a sliding operation that exceeds the first boundary, mark, for each other game unit, the game unit with a first identifier that enables formation when the sliding operation exceeds the first boundary, and form a game unit selected by the sliding operation into a formation;
wherein the pressing operation and the sliding operation are continuous touch operations.
In one possible embodiment, each gaming unit is marked with the type identifier corresponding to the gaming unit prior to responding to the pressing operation.
In one possible embodiment, the configuration of the display unit 1001, when displaying the first boundary at the periphery of the touch point of the pressing operation in response to the pressing operation performed for the first target game unit for which the pressing operation time period exceeds the preset time period, includes:
displaying the first boundary at the periphery of the type identifier in response to the pressing operation of the type identifier for the first target game unit.
In one possible embodiment, the configuration of the queuing unit 1002, when used for marking the gaming unit with the first identifier for enabling queuing, comprises:
the type identifier of the gaming unit is tagged with a first identifier that can be queued.
In a possible embodiment, the queuing unit 1002 is further configured to replace the first identifier of the second target game unit with the second identifier when the sliding operation selects the second target game unit and the first target game unit as a queue.
In one possible embodiment, the first identifier is a second border displayed at the periphery of the type identifier of the gaming unit, and the second identifier is a third border displayed at the periphery of the type identifier of the gaming unit.
In one possible embodiment, the first border, the second border and the third border are all the same shape, the first border and the third border are the same color, and the first border and the second border are not the same color.
In one possible embodiment, the first boundary and the second boundary are the same shape, and the first boundary and the third boundary are not the same shape.
In one possible embodiment, the first border and the third border are the same color, and the first border and the second border are not the same color.
In a possible embodiment, the configuration of the formation unit 1002, when configured to form a formation of the game units selected by the sliding operation in response to the sliding operation exceeding the first boundary, includes:
and the game units corresponding to the type identifications passed by the sliding operation are organized into a formation in response to the sliding operation exceeding the first boundary.
In a possible embodiment, the queuing unit 1002 is further configured to connect the passed type identifiers by using a wire according to the sequence of the sliding operation passing the type identifiers.
In one possible embodiment, the display unit 1001 is further configured to: displaying a control for grouping the formation;
the queuing unit 1002 is further configured to, in response to a click operation for a target control, use a grouping number corresponding to the target control to group the queue after the queuing is completed.
The detailed principle of the third embodiment can be referred to the related explanation of the first embodiment, and will not be described in detail here.
In the application, the first target game unit and other game units displayed on the graphical user interface can be freely formed into a team through one-time continuous operation (pressing operation and sliding operation), further, users can form different types of game units into a team according to own requirements, and users can form a certain number of game units into a team according to own requirements, so that the purpose of mixed formation of different types of game units is achieved, and the operability of games is improved.
Example four
Fig. 11 is a schematic structural diagram of a formation device according to a fourth embodiment of the present application, which is applied to a touch terminal, where a plurality of game units and a part or all of game scenes are displayed on a graphical user interface of the touch terminal, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, as shown in fig. 11, the formation device includes:
a display unit 1101, configured to display, in response to a pressing operation performed on a first target game unit for which a pressing operation duration exceeds a preset duration, an identifier indicating that formation can be performed, the identifier corresponding to each game unit;
a formation unit 1102, configured to form a game unit selected by the sliding operation into a formation in response to the sliding operation performed by the pressing operation.
In one possible embodiment, each gaming unit is marked with the type identifier corresponding to the gaming unit prior to responding to the pressing operation.
In a possible embodiment, the display unit 1101 is configured to, when displaying an identifier indicating that formation is possible corresponding to each game unit in response to a pressing operation performed for a first target game unit for which a pressing operation duration exceeds a preset duration, include:
and responding to the pressing operation of the type identifier of the first target game unit, displaying a first boundary at the periphery of the type identifier corresponding to the first target game unit, and displaying a second boundary at the periphery of the type identifiers corresponding to other game units.
In one possible embodiment, the queuing unit 1102 is further configured to replace the second boundary of the second target game unit with a third boundary when the sliding operation is to select the second target game unit as a queue with the first target game unit.
In one possible embodiment, the first border, the second border and the third border are all the same shape, the first border and the third border are the same color, and the first border and the second border are not the same color.
In one possible embodiment, the first boundary and the second boundary are the same shape, and the first boundary and the third boundary are not the same shape.
In one possible embodiment, the first border and the third border are the same color, and the first border and the second border are not the same color.
In a possible embodiment, the configuration of the formation unit 1102, when configured to form a formation of game units selected by the sliding operation in response to the sliding operation by the pressing operation, includes:
and responding to the sliding operation under the pressing operation, and organizing the game units corresponding to the type identifications passed by the sliding operation into a formation.
In a possible embodiment, the queuing unit 1102 is further configured to connect the passing type identifiers by using a wire according to the sequence of the sliding operation passing the type identifiers.
In one possible embodiment, the display unit 1101 is configured to display a control for grouping the formation;
the queuing unit 1102 is further configured to, in response to a click operation for a target control, use a grouping number corresponding to the target control to group the queue after the queuing is completed.
The detailed principle of the fourth embodiment can be referred to the related explanation of the second embodiment, and will not be described in detail here.
In the application, the first target game unit and other game units displayed on the graphical user interface can be freely formed into a team through one-time continuous operation (pressing operation and sliding operation), further, users can form different types of game units into a team according to own requirements, and users can form a certain number of game units into a team according to own requirements, so that the purpose of mixed formation of different types of game units is achieved, and the operability of games is improved.
EXAMPLE five
Fig. 12 is a schematic structural diagram of an electronic device according to a fifth embodiment of the present disclosure, including: the method includes a processor 1201, a storage medium 1202 and a bus 1203, where the storage medium 1202 stores machine-readable instructions executable by the processor 1201, when the electronic device runs the above-mentioned formation method, the processor 1201 and the storage medium 1202 communicate through the bus 1203, and the processor 1201 executes the machine-readable instructions to execute the method according to the first embodiment or the second embodiment, and for specific executed method steps and principles, reference is made to the description of the first embodiment and the second embodiment, and details are not repeated here.
EXAMPLE six
A sixth embodiment of the present disclosure further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the method as described in the first embodiment or the second embodiment is executed, and for the method steps and the principle of the specific execution, reference is made to the description of the first embodiment and the second embodiment, which is not described in detail herein.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus once an item is defined in one figure, it need not be further defined and explained in subsequent figures, and moreover, the terms "first", "second", "third", etc. are used merely to distinguish one description from another and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the present disclosure, which should be construed in light of the above teachings. Are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (26)

1. A formation method is applied to a touch terminal, a plurality of game units and part or all of game scenes are displayed on a graphical user interface of the touch terminal, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, and the formation method comprises the following steps:
responding to a pressing operation with the pressing operation duration exceeding a preset duration aiming at a first target game unit, and displaying a first boundary on the periphery of a touch point of the pressing operation;
in response to a sliding operation exceeding the first boundary, marking each other game unit by using a first identifier capable of being formed into a queue when the sliding operation exceeds the first boundary, and forming the game unit selected by the sliding operation into a queue;
wherein the pressing operation and the sliding operation are continuous touch operations.
2. The method of claim 1, wherein each gaming unit is marked with a type identifier corresponding to the gaming unit prior to responding to the pressing operation.
3. The method of claim 2, wherein the displaying a first boundary at a periphery of a touch point of a press operation in response to the press operation performed for a first target game unit for a time period exceeding a preset time period comprises:
displaying the first boundary at the periphery of the type identifier of the first target game unit in response to the pressing operation for the type identifier of the first target game unit.
4. The method of claim 2, wherein said tagging the gaming unit with a first identifier that is capable of being queued comprises:
the type identifier of the gaming unit is tagged with a first identifier that can be queued.
5. The method of claim 4, wherein the method further comprises:
and replacing the first identifier of the second target game unit with the second identifier when the sliding operation selects the second target game unit and the first target game unit to be one formation.
6. The method of claim 5, wherein the first identifier is a second boundary displayed at a periphery of the type identifier of the gaming unit, and the second identifier is a third boundary displayed at a periphery of the type identifier of the gaming unit.
7. The method of claim 6, wherein the first border, the second border, and the third border are all the same shape, the first border and the third border are the same color, and the first border and the second border are not the same color.
8. The method of claim 6, wherein the first boundary and the second boundary are the same shape and the first boundary and the third boundary are not the same shape.
9. The method of claim 8, wherein the first border and the third border are the same color and the first border and the second border are not the same color.
10. The method of claim 2, wherein said grouping the game units selected by said sliding action into a formation in response to said sliding action exceeding said first boundary comprises:
and the game units corresponding to the type identifications passed by the sliding operation are organized into a formation in response to the sliding operation exceeding the first boundary.
11. The method of claim 10, wherein the method further comprises:
and connecting the passed type identifications in a line connection mode according to the sequence of the sliding operation passing the type identifications.
12. The method of claim 1, wherein the method further comprises:
displaying a control for grouping the formation;
and responding to the clicking operation aiming at the target control, and after the formation is finished, using the formation number corresponding to the target control to form the formation.
13. A formation method is applied to a touch terminal, a plurality of game units and part or all of game scenes are displayed on a graphical user interface of the touch terminal, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, and the formation method comprises the following steps:
responding to the pressing operation of which the pressing operation duration aiming at the first target game unit exceeds the preset duration, and displaying the identifier which is corresponding to each game unit and is used for representing formation;
and in response to the sliding operation under the pressing operation, organizing the game units selected by the sliding operation into a formation.
14. The method of claim 13, wherein each gaming unit is marked with a type identifier corresponding to the gaming unit prior to responding to the pressing operation.
15. The method of claim 14, wherein the displaying, in response to the pressing operation performed for the first target game unit for which the pressing operation duration exceeds the preset duration, the identifier indicating that formation is possible corresponding to each game unit comprises:
and responding to the pressing operation of the type identifier of the first target game unit, displaying a first boundary at the periphery of the type identifier corresponding to the first target game unit, and displaying a second boundary at the periphery of the type identifiers corresponding to other game units.
16. The method of claim 15, wherein the method further comprises:
replacing a second boundary of a second target game unit with a third boundary when the sliding operation is to select the second target game unit to be one formation with the first target game unit.
17. The method of claim 16, wherein the first border, the second border, and the third border are all the same shape, the first border and the third border are the same color, and the first border and the second border are not the same color.
18. The method of claim 16, wherein the first boundary and the second boundary are the same shape and the first boundary and the third boundary are not the same shape.
19. The method of claim 18, wherein the first border and the third border are the same color and the first border and the second border are not the same color.
20. The method according to claim 14, wherein said grouping the game units selected by the sliding operation into a formation in response to the sliding operation by the pressing operation comprises:
and responding to the sliding operation under the pressing operation, and organizing the game units corresponding to the type identifications passed by the sliding operation into a formation.
21. The method of claim 20, wherein the method further comprises:
and connecting the passed type identifications in a line connection mode according to the sequence of the sliding operation passing the type identifications.
22. The method of claim 13, wherein the method further comprises:
displaying a control for grouping the formation;
and responding to the clicking operation aiming at the target control, and after the formation is finished, using the formation number corresponding to the target control to form the formation.
23. A formation device is applied to a touch terminal, a plurality of game units and part or all of game scenes are displayed on a graphical user interface of the touch terminal, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, and the formation device comprises:
the game device comprises a display unit, a first game unit and a second game unit, wherein the display unit is used for responding to a pressing operation, the pressing operation time length of which is longer than the preset time length, performed aiming at the first target game unit and displaying a first boundary at the periphery of a touch point of the pressing operation;
a formation unit, configured to respond to a sliding operation exceeding the first boundary, mark, for each other game unit, the game unit with a first identifier that enables formation when the sliding operation exceeds the first boundary, and form a game unit selected by the sliding operation into a formation;
wherein the pressing operation and the sliding operation are continuous touch operations.
24. A formation device is applied to a touch terminal, a plurality of game units and part or all of game scenes are displayed on a graphical user interface of the touch terminal, and the game units can execute corresponding virtual actions in a game according to a control instruction received by the touch terminal, and the formation device comprises:
the display unit is used for responding to the pressing operation of which the pressing operation duration aiming at the first target game unit exceeds the preset duration, and displaying the identifier which is corresponding to each game unit and is used for representing formation;
and the formation unit is used for responding to the sliding operation under the pressing operation and forming the game units selected by the sliding operation into a formation.
25. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the queuing method as claimed in any one of claims 1 to 12 or claims 13 to 22.
26. A computer-readable storage medium, characterized in that a computer program is stored on the computer-readable storage medium, which computer program, when being executed by a processor, performs the steps of the queuing method according to one of claims 1 to 12 or 13 to 22.
CN202010774683.1A 2020-08-04 2020-08-04 Formation method and device, electronic equipment and storage medium Pending CN111841002A (en)

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