A method and apparatus for processing markers in a game
By combining marking controls and a virtual crosshair in the game interface, precise marking of different locations in the game scene is achieved, solving the problem of inconvenient marking of objects outside the field of view and improving the convenience and accuracy of operation.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-11-14
- Publication Date
- 2026-04-17
AI Technical Summary
Existing game marking schemes cannot accurately mark virtual objects outside the player's current field of view, resulting in inconvenient operation and inaccurate location sharing.
By providing a marking control in the graphical user interface, the direction of the virtual crosshair is used to determine the object to be marked, and the marker can be moved in a preset direction by touch operation, so as to mark virtual objects at different locations, including those outside the field of view.
It improves the convenience and accuracy of marking operations, enabling the marking of virtual objects outside the current field of view of the game player.
Smart Images

Figure CN115671725B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of games, and in particular to a method and apparatus for processing markers in games. Background Technology
[0002] In game scenarios, accurate location marking plays an important role for game players. However, existing marking schemes can usually only mark the general direction, or mark virtual objects within the player's current field of view, but cannot mark virtual objects outside the current field of view.
[0003] For example, if a building blocks the view in front of the player, only that building can be marked within the player's current field of vision; facilities behind that building cannot be marked.
[0004] In this situation, players can only share their location with other players by sending voice or text messages, which is inconvenient and the shared location is not accurate. Summary of the Invention
[0005] In view of the above problems, a method and apparatus for game marker processing are proposed to overcome or at least partially solve the above problems, comprising:
[0006] A method for marking in a game, providing a graphical user interface via a terminal device, the graphical user interface including at least a portion of the game scene and a virtual crosshair, the method comprising:
[0007] In the graphical user interface, a label control is provided;
[0008] In response to the first touch operation on the marker control, a marker is displayed at the associated position of the virtual crosshair, and the first virtual object in the crosshair direction is identified as the object to be marked, wherein the crosshair direction is used to represent the direction in the game scene pointed to by the virtual crosshair;
[0009] While the first touch operation is ongoing, in response to a second touch operation on the graphical user interface, the marker is controlled to move in a preset direction to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction;
[0010] In response to the end of the first touch operation, the object to be marked is marked.
[0011] Optionally, the preset direction is the vertical direction of the terminal device's display screen.
[0012] Optionally, the method further includes:
[0013] In response to the first sliding action on the marker control, adjust the crosshair direction of the virtual crosshair.
[0014] Optionally, the first swipe operation and the first touch operation are consecutive operations; the method further includes:
[0015] In response to the first swipe operation on the marker control, control the marker control to move following the first swipe operation.
[0016] Optionally, the first virtual object is the virtual object in the game scene that is closest to the virtual crosshair.
[0017] Optionally, the second touch operation includes swiping and zooming.
[0018] Optionally, when the second touch operation is a second swipe operation, in response to the second touch operation on the graphical user interface, the marker is controlled to move in a preset direction to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction, including:
[0019] In response to a second upward swipe operation applied to a blank area in the graphical user interface excluding the marker control, the marker is controlled to move vertically upward to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction;
[0020] The second distance between the second virtual object and the virtual crosshair is greater than the first distance between the first virtual object and the virtual crosshair.
[0021] Optionally, when the second touch operation is a zoom operation, in response to the second touch operation on the graphical user interface, the marker is controlled to move in a preset direction to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction, including:
[0022] In response to a two-finger pinch zoom operation applied to a blank area in the graphical user interface other than the marker control, the marker is controlled to move vertically upwards to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction.
[0023] The second distance between the second virtual object and the virtual crosshair is greater than the first distance between the first virtual object and the virtual crosshair.
[0024] Optionally, marking the object to be marked includes:
[0025] Highlight the object to be marked.
[0026] Optionally, the method further includes:
[0027] In response to the first touch operation on the marker control, a signal identifier control is displayed in the associated area of the marker control;
[0028] In response to a third touch operation on the signal identifier control, a notification message is sent to the teammates of the virtual character controlled by the terminal device regarding the marked object.
[0029] Optionally, the third touch operation is a continuous operation with the first touch operation, or the third touch operation is a continuous operation with the second touch operation.
[0030] Optionally, the method further includes:
[0031] The distance information between the object to be marked and the virtual character controlled by the terminal device is displayed at the associated location of the marker.
[0032] A device for marking and processing in a game, providing a graphical user interface via a terminal device, the graphical user interface including at least a portion of the game scene and a virtual crosshair, comprising:
[0033] A marker control providing module is used to provide a marker control in a graphical user interface;
[0034] The object to be marked module is used to respond to the first touch operation of the marking control, display a mark at the associated position of the virtual crosshair, and determine the first virtual object in the crosshair direction as the object to be marked, wherein the crosshair direction is used to represent the direction in the game scene pointed to by the virtual crosshair;
[0035] The object to be marked switching module is used to control the marker to move in a preset direction in response to a second touch operation on the graphical user interface while the first touch operation is ongoing, so as to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction.
[0036] The object marking module is used to mark the object to be marked in response to the end of the first touch operation.
[0037] An electronic device includes a processor, a memory, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, it implements the above-described method for processing markers in a game.
[0038] A computer-readable storage medium storing a computer program, which, when executed by a processor, implements the above-described method for mark processing in a game.
[0039] The embodiments of the present invention have the following advantages:
[0040] In this embodiment of the invention, a marking control is provided in the graphical user interface. In response to a first touch operation on the marking control, a mark is displayed at the associated position of the virtual crosshair, and a first virtual object in the crosshair direction is determined as the object to be marked. While the first touch operation is ongoing, in response to a second touch operation on the graphical user interface, the mark is controlled to move in a preset direction to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction. In response to the end of the first touch operation, the object to be marked is marked. This enables marking different positions in the same direction, thereby enabling the marking of virtual objects outside the current field of view of the game player, improving the convenience and accuracy of the marking operation. Attached Figure Description
[0041] To more clearly illustrate the technical solution of the present invention, the accompanying drawings used in the description of the present invention will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0042] Figure 1 This is a flowchart illustrating the steps of a method for processing markers in a game, as provided in an embodiment of the present invention.
[0043] Figure 2a This is a schematic diagram of a graphical user interface provided in an embodiment of the present invention;
[0044] Figure 2b This is a schematic diagram of another graphical user interface provided in an embodiment of the present invention;
[0045] Figure 2c This is a schematic diagram of another graphical user interface provided in an embodiment of the present invention;
[0046] Figure 2d This is a schematic diagram of another graphical user interface provided in an embodiment of the present invention;
[0047] Figure 2e This is a schematic diagram of another graphical user interface provided in an embodiment of the present invention;
[0048] Figure 3 This is a flowchart of another method for processing markers in a game according to an embodiment of the present invention;
[0049] Figure 4 This is a flowchart of another method for processing markers in a game according to an embodiment of the present invention;
[0050] Figure 5This is a structural block diagram of a device for processing markers in a game, provided by an embodiment of the present invention. Detailed Implementation
[0051] To make the above-mentioned objects, features, and advantages of the present invention more apparent and understandable, the present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments. Obviously, the described embodiments are only some, not all, of the embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without inventive effort are within the scope of protection of the present invention.
[0052] Reference Figure 1 This diagram illustrates a flowchart of a method for marking objects in a game according to an embodiment of the present invention. A graphical user interface (GUI) is provided through a terminal device. The GUI may include at least a portion of the game scene and a virtual crosshair. The virtual crosshair can be the crosshair of a game character or an item (such as a weapon) held by the game character. The virtual crosshair can be used to assist aiming and can also be used to mark virtual objects in the game scene, such as... Figure 2a The graphical user interface includes a virtual crosshair 201, which is displayed as a circle with a center point, but can also be set to other shapes.
[0053] Specifically, it may include the following steps:
[0054] Step 101: In the graphical user interface, a marker control is provided.
[0055] To enable the marking of virtual objects in the game scene, a marking control can be provided in the graphical user interface (GUI) for easy operation by the player. This marking control can be placed in the side area of the GUI, such as... Figure 2a Set a marker control 202 (i.e., ...) in the upper right corner of the graphical user interface. Figure 2a The "marker key" is a circular control 202 designed to allow gamers to operate it with their right hand.
[0056] Step 102: In response to the first touch operation on the marker control, a marker is displayed at the associated position of the virtual crosshair, and the first virtual object in the crosshair direction of the virtual crosshair is determined as the object to be marked, wherein the crosshair direction is used to represent the direction in the game scene pointed to by the virtual crosshair.
[0057] When marking a virtual object, the player can perform a first touch operation on the marking control using a touch medium (such as a finger), such as pressing the marking control. Upon detecting the first touch operation on the marking control, a marker can be displayed at the associated position of the virtual crosshair. The associated position can be within a preset range of the virtual crosshair (such as a circular area within 2 cm centered on the virtual crosshair). The marker can be a marker post, and its distance can be adjusted along the crosshair direction. Figure 2b Marker 203 is displayed above the virtual crosshair 201.
[0058] The virtual crosshair points in the direction of the crosshair in the game scene. The crosshair direction can be the direction of the line connecting the virtual crosshair and the item held by the virtual character (or the virtual character itself), which is the direction that the virtual character is aiming at.
[0059] Upon detecting the first touch operation on the marking control, the first virtual object in the crosshair direction can be directly identified as the object to be marked, i.e., the virtual object initially aimed at by the virtual crosshair. This first virtual object can be the virtual object in the game scene closest to the virtual crosshair (the distance between the virtual object and the virtual crosshair is the distance in the crosshair direction). Figure 2b The virtual character in the crosshair direction of virtual crosshair 201 is the first virtual object.
[0060] In one embodiment of the present invention, the method may further include:
[0061] In response to the first sliding action on the marker control, adjust the crosshair direction of the virtual crosshair.
[0062] The first swipe operation and the first touch operation can be consecutive operations.
[0063] While the first touch operation is ongoing, meaning the touch operation remains continuous, the player can perform a first swipe operation on the marker control. Based on the specific swipe action (such as the swipe direction and swipe range), the player can adjust the direction of the virtual crosshair accordingly. The virtual crosshair is displayed in the center of the current field of view, and adjusting the crosshair direction is equivalent to adjusting the viewing angle.
[0064] like Figure 2b With the virtual crosshair 201 pointing in the direction of the virtual character, and your finger holding the touch marker control, sliding your finger to the right on the terminal display screen will move the crosshair direction to the right accordingly, and the display position of the virtual crosshair will also move to the right. Figure 2c Move the crosshair of the virtual crosshair 201 to the direction of the virtual building.
[0065] In one embodiment of the present invention, the method may further include:
[0066] In response to the first swipe operation on the marker control, control the marker control to move following the first swipe operation.
[0067] To make it easier for game players to perceive the sliding operation of the marker control, the display position of the marker control can be adjusted accordingly based on the specific sliding operation (such as the sliding direction and sliding range), so that the marker control can move with the first sliding operation.
[0068] like Figure 2b The marker control 202 is located on the left side. When the finger is held in the position of touching the marker control, sliding the finger to the right on the terminal display screen will move the marker control 202 to the right. Figure 2c The marker control 202 is moved to the right side.
[0069] Step 103: While the first touch operation is ongoing, in response to a second touch operation on the graphical user interface, control the marker to move in a preset direction to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction.
[0070] In some game scenarios with complex terrain, virtual objects can easily obstruct the view (especially in terms of height), causing some virtual objects to not appear within the current field of view, such as... Figure 2c When aiming at the direction of the virtual building with the crosshair of the virtual crosshair 201, the virtual building will obscure other virtual objects behind it.
[0071] When a player wants to mark a virtual object outside their current field of view, such as... Figure 2c If other virtual objects behind the virtual building (obscured by the virtual building, not shown in the figure) need to be marked, the player can perform a second touch operation on the graphical user interface while the first touch operation is ongoing. For example, the player can perform a second touch operation on other areas of the graphical user interface with the other hand while performing a first touch operation on the marked control with one hand.
[0072] When a second touch operation is detected, the marker can be moved in a preset direction according to the second touch operation, indicating that the object to be marked in the crosshair direction has changed (the distance in the crosshair direction has changed). This allows for the selection of different virtual objects in the crosshair direction, switching the object to be marked from the initial first virtual object to the second virtual object in the crosshair direction. Both the first and second virtual objects are located in the crosshair direction, but at different distances in the crosshair direction.
[0073] The preset direction can be the vertical direction of the terminal device's display screen. The vertical direction of the terminal device's display screen can be a direction perpendicular to the horizontal direction. In landscape mode, the vertical direction is the same as the horizontal direction in portrait mode, and in portrait mode, the vertical direction is the same as the horizontal direction in landscape mode.
[0074] Specifically, controlling the movement of the marker means adjusting the distance in the crosshair direction. By controlling the marker to move vertically upward, it represents the object to be marked in the crosshair direction, and switches to a virtual object that is farther away from the virtual crosshair. By controlling the marker to move vertically downward, it represents the object to be marked in the crosshair direction, and switches to a virtual object that is closer to the virtual crosshair.
[0075] In one embodiment of the present invention, the second touch operation may include a swiping operation. The swiping operation may be a single-finger swipe up or down on the graphical user interface. The upward swipe operation can control the marker to move vertically upward, thereby switching to a virtual object that is farther away from the virtual crosshair. The downward swipe operation can control the marker to move vertically downward, thereby switching to a virtual object that is closer to the virtual crosshair.
[0076] When the second touch operation is a second swipe operation, step 103 may include:
[0077] In response to a second upward swipe operation applied to a blank area in the graphical user interface excluding the marker control, the marker is controlled to move vertically upward to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction.
[0078] The second distance between the second virtual object and the virtual crosshair is greater than the first distance between the first virtual object and the virtual crosshair.
[0079] In the actual implementation, game players can perform swiping operations in the blank areas of the graphical user interface, excluding the marker controls, such as... Figure 2c The marker control 202 is set with a right-side area that is easy to control with the right hand, so that the game player can slide the control in the blank area on the left side with the left hand.
[0080] When a player's second upward swipe is detected, the marker can be controlled to move vertically upwards, such as... Figure 2d In order to be in Figure 2c Based on this, marker 203 moves vertically upwards, representing the object to be marked in the crosshair direction. It then switches to a virtual object that is farther away from the virtual crosshair, that is, it switches the object to be marked from the first virtual object to the second virtual object in the crosshair direction. Figure 2d In order to be in Figure 2cBased on this, the object to be marked is switched from the virtual building to other virtual objects behind the virtual building (obscured by the virtual building, not shown in the figure).
[0081] In one embodiment of the present invention, the second touch operation may include a zoom operation. The zoom operation may be a zoom operation performed by using two fingers pointing towards each other or separating them on the graphical user interface. The zoom operation by separating two fingers can control the marker to move vertically upward, thereby switching to a virtual object that is farther away from the virtual crosshair. The zoom operation by pointing two fingers towards each other can control the marker to move vertically downward, thereby switching to a virtual object that is closer to the virtual crosshair.
[0082] When the second touch operation is a zoom operation, step 103 may include:
[0083] In response to a two-finger pinch zoom operation applied to a blank area in the graphical user interface excluding the marker control, the marker is controlled to move vertically upwards to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction.
[0084] The second distance between the second virtual object and the virtual crosshair is greater than the first distance between the first virtual object and the virtual crosshair.
[0085] In the actual implementation, game players can zoom in and out in the blank area of the graphical user interface, excluding the marker controls, such as... Figure 2c The marker control 202 is set to a right-side area that is easy to control with the right hand, so that the game player can zoom in and out in the blank area on the left with the left hand.
[0086] When a player's two-finger pinch-to-zoom gesture is detected, the marker can be controlled to move vertically upwards, such as... Figure 2d In order to be in Figure 2c Based on this, marker 203 moves vertically upwards, representing the object to be marked in the crosshair direction. It then switches to a virtual object that is farther away from the virtual crosshair, that is, it switches the object to be marked from the first virtual object to the second virtual object in the crosshair direction. Figure 2d In order to be in Figure 2c Based on this, the object to be marked is switched from the virtual building to other virtual objects behind the virtual building (obscured by the virtual building, not shown in the figure).
[0087] Step 104: In response to the end of the first touch operation, mark the object to be marked.
[0088] After selecting an object to be marked, the player can end the first touch operation, such as releasing the finger that touched the marking control. Then, when the end of the first touch operation is detected, the last selected object to be marked can be marked, that is, the object to be marked when the operation on the marking control ends is marked.
[0089] In one embodiment of the present invention, marking the object to be marked may include:
[0090] Highlight the object to be marked.
[0091] In practical implementation, to allow game players to perceive the currently selected object to be marked, the currently selected object can be highlighted to distinguish it from other virtual objects.
[0092] In one embodiment of the present invention, the method may further include:
[0093] The distance information between the object to be marked and the virtual character controlled by the terminal device is displayed at the associated location of the marker.
[0094] In the specific implementation, in order to make it easier for game players to know the distance between the currently selected object to be marked and the virtual character controlled by the terminal device, the distance information can be displayed at the associated position of the marker. The associated position of the marker can be a position within a preset range of the marker (such as within a 1CM circle centered on the marker).
[0095] like Figure 2c The object to be marked is a virtual building. Above the marker 203, it is displayed that the distance between the virtual object 206 and the virtual character is 3m. Figure 2d When the object to be marked is switched from the virtual building to other virtual objects behind the virtual building (obscured by the virtual building, not shown in the figure), the distance between the other virtual objects and the virtual character is displayed as 150m above the marker 203.
[0096] In one embodiment of the present invention, the method may further include:
[0097] In response to a first touch operation on the marker control, a signal identifier control is displayed in the associated area of the marker control; in response to a third touch operation on the signal identifier control, a reminder message for the marked object is sent to the teammates of the virtual character controlled by the terminal device.
[0098] To facilitate sending reminder messages to teammates, a signal indicator control can be displayed in the associated area of the marker control when the first touch operation on the marker control is detected. The signal indicator control can include different types of controls, and different types of signal indicator controls can have different functions.
[0099] like Figure 2e Centered on the marker control 202, display signal marker controls corresponding to the text "Attack" and "Reminder". The signal marker control corresponding to the text "Attack" can be used to remind teammates to attack the marked object, and the signal marker control corresponding to the text "Reminder" can be used to remind teammates that the marked object is in danger.
[0100] While the first touch operation is ongoing, a third touch operation can be performed on the signal identifier control. This third touch operation can be consecutive with the first touch operation, or consecutive with the second touch operation. Upon detecting a third touch operation on the signal identifier control, a notification message for the marked object can be sent to teammates of the virtual character controlled by the terminal device.
[0101] like Figure 2e By touching the signal icon control corresponding to the "Attack" text, you can send a reminder message to your teammates that you are attacking the marked object. By touching the signal icon control corresponding to the "Reminder" text, you can send a reminder message to your teammates that the marked object is in danger.
[0102] In this embodiment of the invention, a marking control is provided in the graphical user interface. In response to a first touch operation on the marking control, a mark is displayed at the associated position of the virtual crosshair, and a first virtual object in the crosshair direction is determined as the object to be marked. While the first touch operation is ongoing, in response to a second touch operation on the graphical user interface, the mark is controlled to move in a preset direction to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction. In response to the end of the first touch operation, the object to be marked is marked. This enables marking different positions in the same direction, thereby enabling the marking of virtual objects outside the current field of view of the game player, improving the convenience and accuracy of the marking operation.
[0103] Reference Figure 3 This diagram illustrates a flowchart of a method for marking in a game according to an embodiment of the present invention. A graphical user interface is provided through a terminal device. The graphical user interface may include at least a portion of the game scene and a virtual crosshair. Specifically, it may include the following steps:
[0104] Step 301: In the graphical user interface, a marker control is provided.
[0105] Step 302: In response to the first touch operation on the marker control, a marker is displayed at the associated position of the virtual crosshair, and the first virtual object in the crosshair direction of the virtual crosshair is determined as the object to be marked, wherein the crosshair direction is used to represent the direction in the game scene pointed to by the virtual crosshair.
[0106] Step 303: While the first touch operation is ongoing, in response to the second upward swiping operation applied to the blank area in the graphical user interface excluding the marker control, the marker is controlled to move vertically upward to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction; wherein, the second distance between the second virtual object and the virtual crosshair is greater than the first distance between the first virtual object and the virtual crosshair.
[0107] The swipe operation can be a single-finger swipe up or down on the graphical user interface. Swiping up controls the marker to move vertically upwards, thus switching to a virtual object that is farther away from the virtual crosshair. Swiping down controls the marker to move vertically downwards, thus switching to a virtual object that is closer to the virtual crosshair.
[0108] In the actual implementation, game players can perform swiping operations in the blank areas of the graphical user interface, excluding the marker controls, such as... Figure 2c The marker control 202 is set with a right-side area that is easy to control with the right hand, so that the game player can slide the control in the blank area on the left side with the left hand.
[0109] When a player's second upward swipe is detected, the marker can be controlled to move vertically upwards, such as... Figure 2d In order to be in Figure 2c Based on this, marker 203 moves vertically upwards, representing the object to be marked in the crosshair direction. It then switches to a virtual object that is farther away from the virtual crosshair, that is, it switches the object to be marked from the first virtual object to the second virtual object in the crosshair direction. Figure 2d In order to be in Figure 2c Based on this, the object to be marked is switched from the virtual building to other virtual objects behind the virtual building (obscured by the virtual building, not shown in the figure).
[0110] Step 304: In response to the end of the first touch operation, mark the object to be marked.
[0111] Reference Figure 4 This diagram illustrates a flowchart of a method for marking in a game according to an embodiment of the present invention. A graphical user interface is provided through a terminal device. The graphical user interface may include at least a portion of the game scene and a virtual crosshair. Specifically, it may include the following steps:
[0112] Step 401: In the graphical user interface, a marker control is provided.
[0113] Step 402: In response to the first touch operation on the marker control, a marker is displayed at the associated position of the virtual crosshair, and the first virtual object in the crosshair direction of the virtual crosshair is determined as the object to be marked, wherein the crosshair direction is used to represent the direction in the game scene pointed to by the virtual crosshair.
[0114] Step 403: While the first touch operation is ongoing, in response to the two-finger pinch-to-zoom operation applied to the blank area of the graphical user interface excluding the marker control, the marker is controlled to move vertically upward to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction; wherein, the second distance between the second virtual object and the virtual crosshair is greater than the first distance between the first virtual object and the virtual crosshair.
[0115] The zoom operation can be performed by using two fingers pointing towards each other or separating them to zoom the graphical user interface. Using two fingers to separate them allows you to move the marker vertically upwards and switch to a virtual object that is farther away from the virtual crosshair. Using two fingers pointing towards each other allows you to move the marker vertically downwards and switch to a virtual object that is closer to the virtual crosshair.
[0116] In the actual implementation, game players can zoom in and out in the blank area of the graphical user interface, excluding the marker controls, such as... Figure 2c The marker control 202 is set to a right-side area that is easy to control with the right hand, so that the game player can zoom in and out in the blank area on the left with the left hand.
[0117] When a player's two-finger pinch-to-zoom gesture is detected, the marker can be controlled to move vertically upwards, such as... Figure 2d In order to be in Figure 2c Based on this, marker 203 moves vertically upwards, representing the object to be marked in the crosshair direction. It then switches to a virtual object that is farther away from the virtual crosshair, that is, it switches the object to be marked from the first virtual object to the second virtual object in the crosshair direction. Figure 2d In order to be in Figure 2c Based on this, the object to be marked is switched from the virtual building to other virtual objects behind the virtual building (obscured by the virtual building, not shown in the figure).
[0118] Step 404: In response to the end of the first touch operation, mark the object to be marked.
[0119] It should be noted that, for the sake of simplicity, the method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments of the present invention are not limited to the described order of actions, because according to the embodiments of the present invention, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions involved are not necessarily essential to the embodiments of the present invention.
[0120] Reference Figure 5 The diagram illustrates a structural schematic of a game marker processing device according to an embodiment of the present invention. The device provides a graphical user interface via a terminal device. The graphical user interface includes at least a portion of the game scene and a virtual crosshair, and may specifically include the following modules:
[0121] The marker control providing module 501 is used to provide a marker control in a graphical user interface.
[0122] The object to be marked module 502 is used to respond to the first touch operation of the marking control, display a mark at the associated position of the virtual crosshair, and determine the first virtual object in the crosshair direction of the virtual crosshair as the object to be marked, wherein the crosshair direction is used to represent the direction in the game scene pointed to by the virtual crosshair.
[0123] The object to be marked switching module 503 is used to control the marker to move in a preset direction in response to a second touch operation on the graphical user interface while the first touch operation is ongoing, so as to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction.
[0124] The object marking module 504 is used to mark the object to be marked in response to the end of the first touch operation.
[0125] In one embodiment of the present invention, the preset direction is the up-down direction of the terminal device display screen.
[0126] In one embodiment of the present invention, the device further includes:
[0127] The crosshair direction adjustment module is used to adjust the crosshair direction of the virtual crosshair in response to the first sliding operation of the marker control.
[0128] In one embodiment of the present invention, the first sliding operation and the first touch operation are consecutive operations; the device further includes:
[0129] The marker control movement module is used to respond to the first sliding operation on the marker control and control the marker control to move in accordance with the first sliding operation.
[0130] In one embodiment of the present invention, the first virtual object is the virtual object in the game scene that is closest to the virtual crosshair.
[0131] In one embodiment of the present invention, the second touch operation includes a sliding operation and a zooming operation.
[0132] In one embodiment of the present invention, when the second touch operation is a second swipe operation, the object switching module 503 includes:
[0133] The sliding operation response submodule is used to respond to the second upward sliding operation applied to the blank area in the graphical user interface other than the marker control, and to control the marker to move vertically upward to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction;
[0134] The second distance between the second virtual object and the virtual crosshair is greater than the first distance between the first virtual object and the virtual crosshair.
[0135] In one embodiment of the present invention, when the second touch operation is a zoom operation, the object switching module 503 to be marked includes:
[0136] The zoom operation response submodule is used to respond to the zoom operation of two fingers separating in the blank area of the graphical user interface other than the marker control, and to control the marker to move vertically upward to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction.
[0137] The second distance between the second virtual object and the virtual crosshair is greater than the first distance between the first virtual object and the virtual crosshair.
[0138] In one embodiment of the present invention, the object marking module 504 includes:
[0139] The highlighting submodule is used to highlight the objects to be marked.
[0140] In one embodiment of the present invention, the device further includes:
[0141] The signal identification control display module is used to display the signal identification control in the associated area of the marker control in response to the first touch operation on the marker control;
[0142] The reminder message sending module is used to send reminder messages to teammates of the virtual character controlled by the terminal device in response to a third touch operation on the signal identifier control.
[0143] In one embodiment of the present invention, the third touch operation is a continuous operation with the first touch operation, or the third touch operation is a continuous operation with the second touch operation.
[0144] In one embodiment of the present invention, the device further includes:
[0145] The distance information display module is used to display the distance information between the object to be marked and the virtual character controlled by the terminal device at the associated location of the marker.
[0146] In this embodiment of the invention, a marking control is provided in the graphical user interface. In response to a first touch operation on the marking control, a mark is displayed at the associated position of the virtual crosshair, and a first virtual object in the crosshair direction is determined as the object to be marked. While the first touch operation is ongoing, in response to a second touch operation on the graphical user interface, the mark is controlled to move in a preset direction to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction. In response to the end of the first touch operation, the object to be marked is marked. This enables marking different positions in the same direction, thereby enabling the marking of virtual objects outside the current field of view of the game player, improving the convenience and accuracy of the marking operation.
[0147] An embodiment of the present invention also provides an electronic device, which may include a processor, a memory, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, it implements the marking processing method in the game described above.
[0148] An embodiment of the present invention also provides a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, it implements the marking processing method in the game described above.
[0149] As the device embodiment is basically similar to the method embodiment, the description is relatively simple, and relevant parts can be found in the description of the method embodiment.
[0150] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on the differences from other embodiments. The same or similar parts between the various embodiments can be referred to each other.
[0151] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, apparatus, or computer program products. Therefore, embodiments of the present invention can take the form of entirely hardware embodiments, entirely software embodiments, or embodiments combining software and hardware aspects. Furthermore, embodiments of the present invention can take the form of computer program products implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0152] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.
[0153] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing terminal device to operate in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.
[0154] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal equipment, causing a series of operational steps to be performed on the computer or other programmable terminal equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable terminal equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.
[0155] Although preferred embodiments of the present invention have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of the embodiments of the present invention.
[0156] Finally, it should be noted that in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or terminal device that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or terminal device. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or terminal device that includes the aforementioned element.
[0157] The above provides a detailed description of a method and apparatus for marking in games. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, those skilled in the art will recognize that there will be changes in the specific implementation methods and application scope based on the ideas of the present invention. Therefore, the content of this specification should not be construed as a limitation of the present invention.
Claims
1. A method of marker processing in a game, characterized by, The method of providing a graphical user interface via a terminal device, wherein the graphical user interface includes at least a portion of the game scene and a virtual crosshair, comprises: A tag control is provided in the graphical user interface; In response to a first touch operation on the marking control, a marker is displayed at the associated position of the virtual crosshair, and a first virtual object in the crosshair direction of the virtual crosshair is identified as the object to be marked, wherein the crosshair direction is used to characterize the direction in the game scene pointed to by the virtual crosshair; While the first touch operation is ongoing, in response to a second touch operation on the graphical user interface, the marker is controlled to move vertically upward in a preset direction to switch the object to be marked from the first virtual object to a second virtual object in the crosshair direction; the preset direction is the vertical direction of the terminal device display screen, which is perpendicular to the horizontal direction, and the second distance between the second virtual object and the virtual crosshair is greater than the first distance between the first virtual object and the virtual crosshair; In response to the end of the first touch operation, the object to be marked is marked.
2. The method according to claim 1, characterized in that, The method further includes: In response to a first sliding operation on the marker control, the crosshair direction of the virtual crosshair is adjusted.
3. The method according to claim 2, characterized in that, The first swipe operation and the first touch operation are consecutive operations; the method further includes: In response to a first sliding operation on the marker control, the marker control is controlled to move in accordance with the first sliding operation.
4. The method according to claim 1, characterized in that, The first virtual object is the virtual object in the game scene that is closest to the virtual crosshair.
5. The method according to claim 1, characterized in that, The second touch operation includes swiping and zooming.
6. The method according to claim 1, characterized in that, When the second touch operation is a second swipe operation, the step of controlling the marker to move vertically upward in a preset direction in response to the second touch operation on the graphical user interface, so as to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction, includes: In response to a second upward sliding operation applied to a blank area in the graphical user interface other than the marker control, the marker is controlled to move vertically upward to switch the object to be marked from the first virtual object to a second virtual object in the crosshair direction.
7. The method according to claim 1, characterized in that, When the second touch operation is a zoom operation, the step of controlling the marker to move vertically upward in a preset direction in response to the second touch operation on the graphical user interface, so as to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction, includes: In response to a two-finger pinch zoom operation applied to the blank area of the graphical user interface excluding the marker control, the marker is controlled to move vertically upwards to switch the object to be marked from the first virtual object to the second virtual object in the crosshair direction.
8. The method according to claim 1, characterized in that, The process of marking the object to be marked includes: The object to be marked is highlighted.
9. The method according to claim 1, characterized in that, The method further includes: In response to a first touch operation on the marker control, a signal identification control is displayed in the associated area of the marker control; In response to a third touch operation on the signal identifier control, a notification message for the marked object is sent to the teammates of the virtual character controlled by the terminal device.
10. The method according to claim 9, characterized in that, The third touch operation is a continuous operation with the first touch operation, or the third touch operation is a continuous operation with the second touch operation.
11. The method according to claim 1, characterized in that, The method further includes: The distance information between the object to be marked and the virtual character controlled by the terminal device is displayed at the associated location of the marker.
12. A device for processing markers in a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the game scene and a virtual crosshair, including: A marker control providing module is used to provide a marker control in the graphical user interface; The object to be marked module is used to respond to a first touch operation on the marking control, display a mark at the associated position of the virtual crosshair, and determine the first virtual object in the crosshair direction of the virtual crosshair as the object to be marked, wherein the crosshair direction is used to characterize the direction in the game scene pointed to by the virtual crosshair; The object to be marked switching module is used, in the state of continuous first touch operation, in response to a second touch operation on the graphical user interface, to control the marker to move vertically upward in a preset direction, so as to switch the object to be marked from the first virtual object to a second virtual object in the crosshair direction; the preset direction is the up and down direction of the terminal device display screen, the up and down direction of the terminal device display screen is a direction perpendicular to the horizontal direction, and the second distance between the second virtual object and the virtual crosshair is greater than the first distance between the first virtual object and the virtual crosshair; An object marking module is used to mark the object to be marked in response to the end of the first touch operation.
13. An electronic device, characterized in that, It includes a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the method of in-game tag processing as claimed in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, which, when executed by a processor, implements the method for processing markers in a game as described in any one of claims 1 to 11.
Citation Information
Patent Citations
Interaction method and device in game scene
CN111773705A
Interaction method and device in game, electronic equipment and storage medium
CN113499585A