Destination labeling method, apparatus, and electronic device

CN116617655BActive Publication Date: 2026-08-28NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202310571210.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-05-17
Publication Date
2026-08-28
Estimated Expiration
2043-05-17

AI Technical Summary

Technical Problem

[0003]有鉴于此,本公开提供一种目的地标注方法、装置和电子设备,至少部分地解决目的地标注不直观、效率低的问题,以提高玩家的游戏体验感

Benefits of technology

[0008] One embodiment of this disclosure provides a destination labeling method, apparatus, and electronic device. A first graphical user interface (GUI) is provided via a first terminal device. The GUI includes a first game scene, which in turn includes a first virtual object controlled by the first terminal device. The method includes: determining a target virtual object for destination labeling from other virtual objects in the first game scene; determining a destination location in the first game scene in response to a labeling control operation on the target virtual object; and sending the destination location to a second terminal device corresponding to the target virtual object, instructing the second terminal device to control the target virtual object to move to the destination location. This at least partially solves the problems of unintuitive and inefficient destination labeling, improving the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN116617655B_ABST
    Figure CN116617655B_ABST
Patent Text Reader

Abstract

The present disclosure provides a destination marking method, device and electronic equipment, a first graphical user interface is provided by a first terminal device, the first graphical user interface includes a first game scene, the first game scene includes a first virtual object, and the first virtual object is controlled by the first terminal device, and the method comprises the following steps: determining a target virtual object of destination marking from other virtual objects in the first game scene; in response to a marking control operation on the target virtual object, determining a destination position in the first game scene; and sending the destination position to a second terminal device corresponding to the target virtual object, so as to instruct the second terminal device to control the target virtual object to move to the destination position, at least partially solving the problems of low efficiency and non-intuitive destination marking, and improving the game experience of the player.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a destination labeling method, apparatus, and electronic device. Background Technology

[0002] In some games, players and teammates have different perspectives, gaining different information from the game scene and seeing dangers that teammates cannot see. When players need to provide information to their teammates, some technologies allow them to send messages through a message panel. However, during intense battles, players may not have time to type or check the message panel. Other technologies allow players to mark enemies or obstacles to warn teammates, but this method is inefficient as teammates may still miss the marks due to perspective limitations or the intensity of the battle. Summary of the Invention

[0003] In view of this, the present disclosure provides a destination labeling method, apparatus and electronic device, which at least partially solves the problems of unintuitive and inefficient destination labeling, so as to improve the player's gaming experience.

[0004] In a first aspect, embodiments of this disclosure provide a destination labeling method, which provides a first graphical user interface through a first terminal device. The first graphical user interface includes a first game scene, and the first game scene includes a first virtual object. The first virtual object is controlled by the first terminal device. The method includes: determining a target virtual object for destination labeling from other virtual objects in the first game scene; determining a destination location in the first game scene in response to a labeling control operation on the target virtual object; and sending the destination location to a second terminal device corresponding to the target virtual object to instruct the second terminal device to control the target virtual object to move to the destination location.

[0005] Secondly, embodiments of this disclosure provide a destination marking device that provides a graphical user interface via a first terminal device. The graphical user interface includes a game scene of a target game, and the game scene includes a first virtual object controlled by the first terminal device. The device includes: a target confirmation module that determines the target virtual object for destination marking from other virtual objects in the first game scene; and a location confirmation module that, in response to a marking control operation for the target virtual object, determines the destination location in the first game scene and sends the destination location to a second terminal device corresponding to the target virtual object, so as to instruct the second terminal device to control the target virtual object to move to the destination location.

[0006] Thirdly, embodiments of this disclosure provide an electronic device including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the destination labeling method of any of the first aspects.

[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the destination labeling method of any of the first aspects.

[0008] One embodiment of this disclosure provides a destination labeling method, apparatus, and electronic device. A first graphical user interface (GUI) is provided via a first terminal device. The GUI includes a first game scene, which in turn includes a first virtual object controlled by the first terminal device. The method includes: determining a target virtual object for destination labeling from other virtual objects in the first game scene; determining a destination location in the first game scene in response to a labeling control operation on the target virtual object; and sending the destination location to a second terminal device corresponding to the target virtual object, instructing the second terminal device to control the target virtual object to move to the destination location. This at least partially solves the problems of unintuitive and inefficient destination labeling, improving the player's gaming experience. Attached Figure Description

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

[0010] Figure 1 A flowchart illustrating a destination labeling method provided in this embodiment of the disclosure;

[0011] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0012] Figure 3a A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0013] Figure 3b A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0014] Figure 4 A schematic diagram illustrating a control operation indicated by a label, provided in an embodiment of this disclosure;

[0015] Figure 5 A schematic diagram illustrating a control operation indicated by a label, provided in an embodiment of this disclosure;

[0016] Figure 6 A schematic diagram illustrating a control operation indicated by a label, provided in an embodiment of this disclosure;

[0017] Figure 7 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0018] Figure 8 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0019] Figure 9 This is a schematic diagram of the structure of a destination labeling device provided in an embodiment of the present disclosure;

[0020] Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0021] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0022] In one embodiment of this disclosure, the destination labeling method can run on a local terminal device or a server. When the destination labeling method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0023] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the destination annotation method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0024] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0025] In one possible implementation, embodiments of this disclosure provide a destination labeling method that provides a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system. The GUI includes a game scene of the target game, which includes virtual vehicles. Figure 1 As shown, the method includes the following steps:

[0026] Step S102: Determine the target virtual object marked with destination from other virtual objects in the first game scene;

[0027] Step S104: In response to the annotation control operation for the target virtual object, determine the destination location in the first game scene;

[0028] Step S106: Send the destination location to the second terminal device corresponding to the target virtual object, so as to instruct the second terminal device to control the target virtual object to move to the destination location.

[0029] This disclosure provides a destination labeling method according to an embodiment. A first graphical user interface (GUI) is provided through a first terminal device. The GUI includes a first game scene, which in turn includes a first virtual object controlled by the first terminal device. The method includes: determining a target virtual object for destination labeling from other virtual objects in the first game scene; determining a destination location in the first game scene in response to a labeling control operation on the target virtual object; and sending the destination location to a second terminal device corresponding to the target virtual object to instruct the second terminal device to control the target virtual object to move to the destination location. This method at least partially solves the problems of unintuitive and inefficient destination labeling, improving the player's gaming experience.

[0030] In step S102, the target virtual object for the destination label is determined from other virtual objects in the first game scene. For example... Figure 2 As shown, the first game scene 200 is the game scene where the first virtual object 212 is currently located. The first game scene 200 also displays different types of game elements, including but not limited to other virtual objects 214 controlled by the player, virtual objects 216 not controlled by the player, virtual buildings 220, and virtual plants 222 in the scene. Other virtual objects in the first game scene 200 can be other virtual objects controlled by the player corresponding to the first virtual object, virtual objects controlled by other players, or virtual objects not controlled by the player.

[0031] Destination labeling refers to the first virtual object labeling a destination for the target virtual object. The labeled destination is used to suggest that the target virtual object go to that location, but does not force the target virtual object to move to the destination. In an optional embodiment, the target virtual object is a virtual object of the same faction as the first virtual object.

[0032] When the first terminal device is a touch device, the step of determining the target virtual object from other virtual objects can be achieved by selecting any virtual object among the other virtual objects in the first game scene. The selection operation includes short press, long press, or swipe.

[0033] When the first terminal device is a non-touchscreen device, determining the target virtual object from other virtual objects can be achieved through input operations of an input device connected to the terminal device. For example, input operations can be performed using a keyboard and mouse connected to the terminal device, or a gamepad connected to the terminal device. These input devices can be integrated into the terminal device or be external devices. The input operations include mouse movement and triggering operations using keys on the keyboard or gamepad. For example, moving the mouse changes the crosshair position of the virtual weapon of the first virtual object, determining the virtual object being aimed at as the target virtual object. Alternatively, a specific key can be used to activate the mouse, determining the virtual object selected by the mouse click as the target virtual object. Another example is using a preset key combination; pressing the first key in the combination allows other virtual objects in the first game scene to be identified using numbers or letters, and pressing the corresponding number or letter key determines the object corresponding to that identification as the target virtual object.

[0034] In an optional embodiment, before determining the target virtual object of the destination label from other virtual objects, the first virtual object is controlled to move in the game scene so that the first virtual object is displayed in the same graphical user interface as other virtual objects.

[0035] Step S104: In response to the annotation control operation for the target virtual object, determine the destination location in the first game scene.

[0036] The annotation control operation is used to mark locations within the first game scene. The location marked by the annotation control operation can be any location within the first game scene; its dimensions can be the same as the game scene's dimensions or fixed to a specified dimension. The form of the annotation control operation targeting the virtual object is unrestricted. For example, it can generate a coordinate system with the virtual object as the origin and use the coordinates to perform the annotation control operation; or it can generate a label indicator with the virtual object as the starting point and adjust the label indicator to perform the annotation control operation. The location marked by the annotation control operation in the game scene can be the destination location or an auxiliary location assisting in reaching the destination location; there are no restrictions.

[0037] Compared to existing technologies that only label obstacles, the labeling control operation for target virtual objects in this embodiment is more targeted, and the destination can be any location in the game scene without pointing to a specific virtual item or obstacle.

[0038] In an optional embodiment, the step of determining the destination location in the first game scene in response to a labeling control operation for a target virtual object further includes: in response to a labeling control operation for a target virtual object, displaying a labeling instruction determined according to the labeling control operation in the first game scene, with the target virtual object as the labeling starting point.

[0039] Annotation indicators correspond to annotation control operations. For example, if an annotation control operation is implemented by adjusting coordinates in a coordinate system with the target virtual object as the origin, then the annotation indicator can be a vector in that coordinate system; or, if an annotation control operation is implemented by adjusting a preset geometry with the target virtual object as the annotation starting point, then the annotation indicator can be a specified geometry.

[0040] Taking the annotation indicating a specific geometric shape as an example, such as Figure 3a As shown, the target virtual object is 214. This annotation can be a circle with the location of the target virtual object as the origin; or, as... Figure 3b As shown, the annotation indicator can be a ray originating from the location of the target virtual object. Annotation control operations are performed through the annotation indicator to achieve destination annotation. These annotation control operations can include adjusting... Figure 3a The diameter of the circle in the middle or adjustment Figure 3b The angle and length of the ray in the image, etc. In this embodiment, a label indicator is also displayed in response to the label control operation. The label indicator can help the player to perform label control operations more intuitively, but it is not used to restrict the destination position. That is, the destination position of the label can be located on the label indicator or not.

[0041] The marker can be displayed in the game scene with a preset color. When the player marks the destination in the first game scene using the first terminal device, the marker is only displayed on the first graphical user interface of the first terminal device; the marker will not be displayed on the graphical user interfaces corresponding to other virtual objects in the first game scene.

[0042] In some embodiments, a specified operation triggers the display of a label indicator. For example, if the first terminal device is a touch device, a label indicator is generated by long-pressing the target virtual object, with the virtual object as the starting point; if the first terminal device is a non-touch device, a label indicator is generated by long-pressing the middle mouse button after selecting the target virtual object. The operation method for triggering the display of the label indicator can be set according to the actual situation of the game.

[0043] This labeling indicator allows for a more intuitive view of the positional relationship between the destination and the target virtual object, as well as the current status of the terrain and other game elements within a certain distance or range of the target virtual object. This enables the player corresponding to the first virtual object to more accurately label the destination for the target virtual object.

[0044] In an optional embodiment, after displaying the annotation indicator in the first game scene, using the target virtual object as the annotation starting point, the method further includes the steps of: obtaining the position of the target virtual object after movement in response to the movement of the target virtual object; and updating the annotation starting point of the annotation indicator to the position after movement. That is, the annotation starting point of the annotation indicator moves along with the movement of the target virtual object. Optionally, if the movement displacement of the target virtual object relative to its current position exceeds a specified threshold, the position of the target virtual object after movement is obtained and the annotation starting point of the annotation indicator is updated. In this way, the starting position of the annotation indicator is more accurate, thereby making the annotation control operation more accurate.

[0045] In optional embodiments, displaying the annotation indicator in the first game scene, using the target virtual object as the starting point, further includes: if the display position of the virtual object and / or virtual prop in the first game scene overlaps with the display position of the annotation indicator, changing the display method of the annotation indicator at the overlapping position. For example, the annotation indicator at the overlapping position is displayed in a highlighted form, or in a shadowed or blurred form; optionally, the annotation indicator is not displayed at the overlapping position. Changing the display form of the annotation indicator when it overlaps with the display position of the virtual object and / or virtual prop in the first game scene allows players to better distinguish the status of other game elements in the current game scene from the annotation indicator, ensuring that players can observe the game situation in the game scene while marking their destination, further improving the gaming experience.

[0046] In optional embodiments, displaying the annotation indicator in the first game scene, using the target virtual object as the starting point, further includes: when the display position of the operation control in the first graphical user interface overlaps with that of the annotation indicator, changing the display method of the annotation indicator at the overlapping position. For example, the annotation indicator at the overlapping position may be displayed in a highlighted form, or in a shadowed or blurred form; optionally, the annotation indicator may not be displayed at the overlapping position. Changing the display form of the annotation indicator when it overlaps with the display position of the operation control in the first graphical user interface allows players to better distinguish between other controls in the graphical user interface and the annotation indicator, thus ensuring that the player's other control operations in the game are not affected while marking the destination, further improving the gaming experience.

[0047] In an optional embodiment, the annotation indicator further includes an annotation endpoint. In response to an annotation control operation on the target virtual object, the step of determining the destination location in the first game scene includes: adjusting the annotation endpoint of the annotation indicator in response to a control operation on the annotation indicator; and determining the destination location in the first game scene based on the annotation endpoint of the annotation indicator. In this embodiment, the annotation indicator includes an annotation start point and an annotation endpoint, where the annotation start point is the location of the target virtual object, and the annotation endpoint is adjusted in response to a control operation on the annotation indicator.

[0048] The control operations for annotation indicators can be pre-set according to the form of the annotation indicator. For example, when the annotation indicator is a coordinate vector, the control operation for the annotation indicator can be a control operation for the coordinate values; when the annotation indicator is a specified geometric shape, the control operation for the annotation indicator can be a control operation for a specified dimension of that geometric shape. Correspondingly, adjusting the annotation endpoint in response to the control operation for the annotation indicator can be adjusting the coordinates of the annotation endpoint in response to inputting coordinate values, triggering coordinate value increment and decrement keys, etc., or it can be adjusting the annotation endpoint of the annotation indicator in the specified dimension in response to the control operation for the annotation indicator; there are no limitations here. In response to the above control operation, the annotation endpoint of the annotation indicator is adjusted, and the annotation indicator is displayed according to the annotation start point and annotation endpoint.

[0049] The destination location is determined in the first game scene based on the endpoint indicated by the marker. There is a preset mapping relationship between the endpoint and the destination location. The destination location is determined in the first game scene based on the endpoint and this mapping relationship. The mapping relationship can be set according to the application of the game. Specifically, the destination location can be the location of the endpoint, or it can be obtained by a preset location conversion based on the endpoint location, or it can be calculated based on the positional relationship between the starting point and the endpoint of the marker.

[0050] The method provided in this embodiment provides clear starting and ending points for the markings, making the display more accurate. This allows players to adjust the markings more precisely and reflects the destination location more intuitively and accurately.

[0051] In an optional embodiment, the step of adjusting the annotation endpoint of the annotation indicator in response to a control operation on the annotation indicator includes: determining the annotation endpoint of the annotation indicator according to the control operation in response to the control operation. Specifically, the adjustment dimension of the annotation endpoint can be determined according to the control operation, and the annotation endpoint can be adjusted according to the control operation in that dimension.

[0052] The following uses 3D destination annotation as an example to illustrate the process of determining the annotation endpoint based on control operations. In the process of 3D destination annotation, at least one of the following operations—a first operation, a second operation, and a third operation—can be preset for the annotation instruction.

[0053] In an optional embodiment, the step of adjusting the annotation endpoint of the annotation indicator according to the control operation in response to the annotation indicator includes: adjusting the direction of the annotation endpoint relative to the annotation start point according to the direction of the first control point of the first operation relative to the annotation start point in response to the first operation. Figure 4 As shown, in response to the first operation, it is confirmed that the adjustment dimension is the direction between the annotation endpoint and the annotation start point. This direction refers to the direction between the projection of the annotation endpoint onto the horizontal plane where the annotation start point is located and the annotation start point. Furthermore, a first control point corresponding to the first operation is obtained, and the direction of the annotation endpoint relative to the annotation start point is adjusted according to the direction of the first control point relative to the annotation start point.

[0054] Taking the first operation as a dragging operation on the horizontal plane where the starting point of the marker is located as an example, the control point corresponding to the mouse on the graphical user interface is the first control point; while when the first operation is to select the marker with a single finger and perform a sliding operation, the single finger touch point is the first control point.

[0055] Furthermore, using the direction of the first control point relative to the starting point of the label as the direction of the ending point relative to the starting point makes the direction of the ending point more intuitive, thus making the player's directional perception of the destination label more intuitive and convenient. Optionally, the direction of the ending point relative to the starting point can be calculated based on the direction of the first control point relative to the starting point and preset direction adjustment rules. For example, the angle between the direction of the ending point relative to the starting point and the direction of the first control point relative to the starting point can be 90° or 180° clockwise.

[0056] In an optional embodiment, the step of adjusting the annotation endpoint of the annotation indicator according to the control operation in response to the annotation indicator includes: adjusting the horizontal distance between the annotation endpoint and the annotation start point according to the second operation in response to the second operation. Figure 5 As shown, in response to the second operation, it is confirmed that the adjusted dimension is the horizontal distance between the annotation endpoint and the annotation start point. This horizontal distance refers to the distance between the projection of the annotation endpoint onto the horizontal plane and the annotation start point. Furthermore, the horizontal distance between the annotation endpoint and the annotation start point is adjusted according to the second operation.

[0057] For example, the second operation can be scrolling the mouse wheel up and down. Scrolling the wheel up increases the horizontal distance between the end point and the start point of the label, while scrolling the wheel down decreases the horizontal distance between them. Optionally, the second operation can also be a single-finger click on the label indicator and a sliding operation on the horizontal plane corresponding to the start point of the label, where the horizontal distance between the end point and the start point of the label is proportional to the horizontal distance between the touch point of the sliding operation and the start point of the label.

[0058] Furthermore, the horizontal distance between the second control point of the second operation and the starting point of the annotation is used as the horizontal distance between the ending point and the starting point of the annotation. Taking the second operation as a single-finger tap on the annotation indicator and a sliding operation on the horizontal plane corresponding to the starting point of the annotation, the touch point of the sliding operation is the second control point. Using the horizontal distance between the second control point and the starting point of the annotation as the horizontal distance between the ending point and the starting point of the annotation makes the display of the horizontal distance between the ending point and the starting point of the annotation more intuitive, allowing players to perceive the horizontal distance between the ending point and the starting point of the annotation more intuitively and making the control operation more convenient. Optionally, the horizontal distance between the ending point and the starting point of the annotation can also be calculated based on the horizontal distance between the second control point and the starting point of the annotation and a preset horizontal distance calculation rule.

[0059] In an optional embodiment, the step of adjusting the annotation endpoint of the annotation indicator according to the control operation in response to the annotation indicator includes: adjusting the vertical distance between the annotation endpoint and the annotation start point according to the third operation in response to the third operation. Figure 6 As shown, in response to the third operation, the adjustment dimension is determined to be the vertical distance between the annotation endpoint and the annotation start point, which is the vertical distance between the horizontal planes where the annotation endpoint and the annotation start point are located. Furthermore, the vertical distance between the annotation endpoint and the annotation start point is adjusted according to the third operation.

[0060] For example, the third operation could be holding down the right mouse button and moving the cursor up or down; moving it up increases the vertical distance between the label's endpoint and starting point, while moving it down decreases the vertical distance. Optionally, the third operation could also be clicking the label indicator with two fingers and then sliding it up or down on the graphical user interface; sliding up increases the vertical distance between the label's endpoint and starting point, while sliding down decreases the vertical distance.

[0061] Furthermore, the vertical distance between the third operation point of the third operation and the horizontal plane where the starting point of the annotation is located is used as the vertical distance between the ending point and the starting point of the annotation. Taking the third operation as a two-finger tap on the annotation indicator and a vertical swipe operation on the graphical user interface as an example, the center of the two-finger touch point is the third operation point. The vertical distance between the third operation point and the horizontal plane where the starting point of the annotation is located is used as the vertical distance between the ending point and the starting point of the annotation. This makes the display of the vertical distance between the ending point and the starting point of the annotation more intuitive, allowing players to perceive the vertical distance between the ending point and the starting point of the annotation more intuitively and making the control operation more convenient. Optionally, the horizontal distance between the ending point and the starting point of the annotation can also be calculated based on the vertical distance between the third control point and the starting point of the annotation and a preset vertical distance calculation rule.

[0062] It should be noted that the first, second, and third operations mentioned above are typically different control operations, and each operation is independent of the others, without a specific order of adjustment. Detecting one of these control operations triggers an adjustment in the corresponding dimension.

[0063] In an optional embodiment, the adjustment of the annotation endpoint begins in response to a selection operation for the annotation indication, such as pressing or holding the middle mouse button. During the adjustment process, the selection operation is maintained, and the corresponding dimension is adjusted through the control operation for the annotation endpoint described above. In response to the end of the selection operation, the adjustment of the annotation endpoint is completed.

[0064] Furthermore, the adjustment dimensions of the annotation indicators can be set according to the actual game, and are not limited to dimensional splitting methods such as horizontal distance, vertical distance, or direction, nor are they limited to being consistent with the dimensions of the game scene.

[0065] In response to control actions on annotation indicators, the method for determining the annotation endpoint based on these actions can confirm the adjustment dimension and size. The adjustment dimension of the annotation indicators is more targeted, the adjustment accuracy is higher, and the adjustment flexibility is greater, further improving the accuracy of player destination annotation.

[0066] In an optional embodiment, the step of adjusting the endpoint of the annotation indicator in response to a control operation on the annotation indicator includes: confirming the adjustment dimension of the endpoint of the annotation indicator in response to a fourth operation on the annotation indicator; and adjusting the endpoint of the annotation indicator according to the aforementioned adjustment dimension based on a fifth operation on the annotation indicator. Specifically, the fourth and fifth operations are preset different operations. The fourth operation is used to switch the adjustment dimension of the endpoint of the annotation indicator, and the fifth operation is used to adjust the size of the dimension within that dimension. For example, the fourth operation is a left mouse button click, and the fifth operation is a mouse drag operation. Through the destination annotation method provided in this embodiment, the endpoint of the annotation can be adjusted through different dimensions, the adjustment dimensions are clear, the accuracy of destination annotation is improved, and the player's experience is enhanced.

[0067] Furthermore, in response to the fourth operation on the annotation instruction, the step of confirming the adjustment dimension of the annotation endpoint includes: in response to the fourth operation on the annotation instruction, switching the adjustment dimension according to a preset adjustment dimension switching order. For example, if the adjustment dimension switching order is horizontal direction - horizontal distance - vertical distance, then in response to the fourth operation, the adjustment dimensions are switched cyclically according to the above switching order. The adjustment dimension switching order can be preset in the game system or customized by the player. A preset adjustment dimension switching order can make dimension switching more explicit.

[0068] In some embodiments, during the fourth and fifth operations, the adjustment of the annotation endpoint begins in response to a selection operation for the annotation indicator, such as pressing or holding the middle mouse button. During the adjustment, the selection operation is maintained, and the dimension is switched via the fourth operation for the annotation endpoint. The corresponding dimension is adjusted via the fifth operation, and the adjustment of the annotation endpoint is completed in response to the end of the selection operation. Optionally, a confirmation operation can be pre-set, and the adjustment of the annotation endpoint is completed in response to the confirmation operation.

[0069] In an optional embodiment, the step of determining the destination location in the first game scene in response to the annotation control operation for the target virtual object further includes: adjusting the viewpoint of the first game scene centered on the first virtual object in response to a sixth operation. That is, during the annotation control operation, the viewpoint of the game scene displayed on the first terminal device can also be adjusted via the sixth operation. Viewpoint adjustment is based on the first virtual object, adjusting the angle between the virtual camera and the first virtual object, thereby changing the game scene captured by the virtual camera. For example, the sixth operation can be a sliding operation within a specified viewpoint adjustment area in the graphical user interface, adjusting the viewpoint of the game scene according to the direction of the sixth operation. During the annotation control operation, both the first virtual object and the target virtual object may move in real time. When they move to certain positions, other game elements in the game scene may obstruct the player's view for destination annotation, making accurate annotation impossible from the current viewpoint. Viewpoint adjustment can solve the problem of poor viewpoint during destination annotation, allowing players to better annotate destinations and improving the accuracy of destination annotation.

[0070] Step S106: Send the destination location to the second terminal device corresponding to the target virtual object, so as to instruct the second terminal device to control the target virtual object to move to the destination location.

[0071] After the destination is marked on the first terminal device, the destination location will be sent to the second terminal device corresponding to the target virtual object. The destination location will be displayed in a preset format on the second terminal device. The destination location can be sent in the form of coordinates on the game map. The game system obtains the coordinates of the marked destination on the game map from the first game scene on the first terminal device and sends the coordinates to the second terminal device.

[0072] Accordingly, after the second terminal device receives the destination location, it will display the destination location.

[0073] In optional embodiments, such as Figure 7 As shown, a second graphical user interface 700 is provided through a second terminal device. The second graphical user interface includes at least a portion of a second game scene 710. The second game scene includes a target virtual object 720. The target virtual object is controlled by the second terminal device. After sending the destination location to the second terminal device corresponding to the target virtual object, the method further includes the step of: in response to receiving the destination location sent from the first terminal device, displaying a second destination identifier 730 at the destination location in the second graphical user interface, and displaying a movement guidance identifier 740 to instruct the target virtual object to go to the destination location.

[0074] The second terminal device receives the destination location and displays a second destination identifier in the second game scene within the second graphical user interface. The second destination identifier is used to prominently indicate the destination location, for example, by highlighting the destination location. Further, such as... Figure 7 As shown, the second destination identifier is not limited to an identifier on the horizontal plane where the destination is located. It can also be displayed vertically by a bright light bar or arrow perpendicular to the horizontal plane where the destination is located, so that the second virtual object can see the destination even when it is a certain distance away from the destination or when there is an obstruction between the second virtual object and the destination.

[0075] In addition to the secondary destination marker, a movement guide marker will be displayed on the graphical user interface to direct the target virtual object to the destination location. The movement guide marker can be a directional indicator such as a directional arrow, or it can be text or an image. The destination marker and movement guide marker visually indicate the destination location to the target virtual object, making it easier for players to identify the destination during gameplay and improving the efficiency of reaching the destination.

[0076] The movement guide marker can be displayed in a designated area on the graphical user interface. Optionally, the movement guide marker can be displayed at a designated location of the target virtual object, and the movement guide marker moves with the target virtual object. For example, the movement guide marker can be displayed at the feet of the target virtual object, allowing the player to see the direction of movement of the target virtual object to the destination in the most intuitive way, and without having to shift their gaze during the game, simply by focusing on the target virtual object to obtain the direction to the destination.

[0077] In an optional embodiment, the movement guide icon is used to indicate the relative direction between the destination location and the target virtual object. This relative direction includes both horizontal and vertical directions. Taking a 3D game scene as an example, the direction indicated by the movement guide icon is also a direction in 3D space, pointing from the current direction of the target virtual object to the destination location. This directional movement guide icon allows players to perceive the spatial orientation between the destination location and their current location, thereby assisting players in moving to the destination location more quickly.

[0078] In an optional embodiment, the step of displaying a movement guide marker to instruct a target virtual object to travel to a destination further includes displaying the straight-line distance between the target virtual object and the destination location corresponding to the movement guide marker. The straight-line distance can be displayed at a designated location on the movement guide marker, such as above the movement guide marker, and the display position of this straight-line distance can be set to update in real time following the movement of the target virtual object. Displaying the straight-line distance to the destination location helps players understand the distance to the destination location, facilitating the target virtual object's decision on whether to travel to that destination location.

[0079] In an optional embodiment, the step of displaying a second destination identifier at the destination location in the second graphical user interface includes: when the destination location and the target virtual object are within the same field of view, displaying the second destination identifier at the destination location in the second game scene using a second identifier specification. Specifically, when the destination location and the target virtual object are simultaneously displayed in the second graphical user interface, the second destination identifier is displayed in the second game scene within the second graphical user interface using a second identifier specification.

[0080] The second identifier specification is a preset identifier specification, which includes, but is not limited to, the identifier's size, color, texture, and shadow effects. Optionally, this second identifier specification does not change with the perspective effect of game elements in the second game scene; that is, the size of the second destination identifier remains fixed and does not change with the distance of the destination. In this way, the second destination identifier is always easy to identify, improving the player's experience.

[0081] In an optional embodiment, the second graphical user interface provided by the second terminal further includes a second thumbnail map window. The step of displaying a second destination identifier at the destination location in the second graphical user interface includes: when the destination location and the target virtual object are not within the same field of view, displaying the second destination identifier at the map location corresponding to the destination location in the second thumbnail map window. Specifically, the field of view is the player's game field of view for the target virtual object, which is usually the range of the game scene displayed on the second graphical user interface. When the destination location and the target virtual object are not simultaneously displayed on the second graphical user interface, the second destination identifier is displayed through the thumbnail map window of the second graphical user interface. The thumbnail map window is usually displayed in a designated area of ​​the second graphical user interface, such as the upper left or upper right corner. Optionally, the thumbnail map can be enlarged in response to a zoom operation, and the display range of the thumbnail map can be dragged in response to a drag operation. In this way, even if the destination location is far away, the player can still know the destination location.

[0082] In an optional embodiment, an identity identifier corresponding to the first virtual object is obtained, and a second destination identifier and a movement guidance identifier are displayed based on the identity identifier. The identity identifier corresponding to the first virtual object can be a color identifier, an avatar identifier, or a code identifier, etc. In games, this identity identifier is typically used to uniquely indicate virtual objects, allowing each virtual object in the game to be distinguished from other virtual objects through the identity identifier.

[0083] For example, if the identity identifier is a color identifier, and the identity identifier of the first virtual object is blue, then the second destination identifier and movement guidance identifier will be displayed in blue on the second graphical user interface. The destination identifier and movement guidance identifier sent by other virtual objects to the target virtual object can be displayed in other colors.

[0084] Optional, such as Figure 8 As shown, if the identity identifier is an avatar identifier, then on the second graphical user interface 700, the avatar identifier 810 of the first virtual object is displayed at the preset position of the movement guidance identifier 730 (shown as the bottom in the figure) and the preset position of the second destination identifier 740 (shown as the right in the figure). Meanwhile, the avatar identifier 820 of other virtual objects is displayed at the preset position of the destination identifier 742 sent by other virtual objects to the target virtual object and the preset position of the corresponding movement guidance identifier 732.

[0085] In this way, even if the target virtual object receives destination locations from multiple virtual objects, the source of each destination location can be more intuitively and conveniently identified through identity markers, thus improving the player's experience.

[0086] In an optional embodiment, after the second destination identifier is displayed at the destination location in the second graphical user interface, the method further includes: controlling the target virtual object to move within the second game scene in response to a movement control operation by the second terminal device; and stopping the display of the destination identifier and guidance identifier in response to the target virtual object moving to the destination location. The movement control operation can be a swipe operation within a designated movement control area on the second graphical user interface, or a press operation of a movement control key on an input device. The display of the destination identifier and guidance identifier stops when the current location of the target virtual character coincides with the destination location. Optionally, if the target virtual character receives multiple destination locations, the display of destination identifiers and guidance identifiers corresponding to the other destination locations also stops. This reduces the content displayed on the graphical user interface, improves player game efficiency, and reduces game resource consumption.

[0087] In some embodiments, the destination location is also displayed in the first graphical user interface.

[0088] In an optional embodiment, after determining the destination location in the first game scene, the method further includes the step of displaying a first destination identifier at the destination location in the first user graphical interface. The first destination identifier is used to indicate the destination location in a prominent manner, for example, by highlighting the destination location. Further, the second destination identifier is not limited to an identifier on the horizontal plane where the destination location is located; it can also be displayed vertically as a highlighted light bar or arrow perpendicular to the horizontal plane where the destination location is located, making the destination location easier to identify, even at a certain distance, or when there are obstructions between the current field of view and the destination location. The first destination identifier helps the player observe whether the target virtual object is heading towards the destination location.

[0089] In an optional embodiment, the step of displaying a first destination identifier at the destination location in the first graphical user interface includes: determining an identity identifier corresponding to the first virtual object, and displaying the first destination identifier at the destination location in the first graphical user interface based on the identity identifier. The identity identifier corresponding to the first virtual object can be a color identifier, an avatar identifier, or a code identifier, etc. In games, this identity identifier is typically used to uniquely indicate virtual objects, allowing each virtual object in the game to be distinguished from other virtual objects through the identity identifier. For example, if the identity identifier is a color identifier, and the first virtual object's identity identifier is blue, then in the first game scene, the second destination identifier is displayed in blue. This makes the destination identifier in the game scene easier to identify and better distinguishable from other identifiers in the current game scene, improving the player's experience.

[0090] In an optional embodiment, displaying a first destination identifier at the destination location in the first graphical user interface includes: when the destination location is within the current field of view of the first virtual object, displaying the first destination identifier at the destination location in the first game scene with a first identifier specification. The field of view is the game field of view of the player of the target virtual object, typically the range of the game scene displayed on the first graphical user interface. After the destination is marked, the first virtual object moves within the first game scene under the player's control. When the destination location and the first virtual object are simultaneously displayed in the first graphical user interface, the first destination identifier is displayed in the first game scene within the first graphical user interface with the first identifier specification. The first identifier specification is a preset identifier specification, which includes, but is not limited to, the size, color, texture, and shadow effects of the identifier. Optionally, the first identifier specification does not change with the perspective effect of game elements in the first game scene; that is, the size of the second destination identifier remains fixed and does not change with the distance of the destination location. This makes the first destination identifier always easily identifiable in the game scene.

[0091] In an optional embodiment, the first user graphical interface provided by the first terminal device further includes a first thumbnail map window. Displaying a first destination identifier at the destination location in the first graphical user interface includes: when the destination location is not within the current field of view of the first virtual object, displaying the first destination identifier at a map location corresponding to the destination location in the first thumbnail map window. Specifically, when the destination location and the first virtual object cannot be displayed simultaneously in the first graphical user interface, the first destination identifier is displayed through the thumbnail map window of the first graphical user interface. The thumbnail map window is typically displayed in a designated area of ​​the first graphical user interface, such as the upper left or upper right corner. Optionally, the thumbnail map is enlarged in response to a zoom-in operation, and its display range is changed in response to a drag operation. This way, even if the destination location is far away, the player can still know its location.

[0092] Corresponding to the above method embodiments, this disclosure provides a destination labeling device that provides a graphical user interface (GUI) through a first terminal device. The GUI includes a game scene of the target game, and the game scene includes a first virtual object controlled by the first terminal device, such as... Figure 9 As shown, the device includes:

[0093] Target confirmation module 92 determines the target virtual object marked with destination from other virtual objects in the first game scene;

[0094] The location confirmation module 94 responds to the annotation control operation for the target virtual object, determines the destination location in the first game scene, and sends the destination location to the second terminal device corresponding to the target virtual object, so as to instruct the second terminal device to control the target virtual object to move to the destination location.

[0095] This disclosure provides a destination labeling device. A first graphical user interface (GUI) is provided via a first terminal device. The GUI includes a first game scene, which in turn includes a first virtual object controlled by the first terminal device. The method includes: determining a target virtual object for destination labeling from other virtual objects in the first game scene; determining a destination location in the first game scene in response to a labeling control operation on the target virtual object; and sending the destination location to a second terminal device corresponding to the target virtual object, instructing the second terminal device to control the target virtual object to move to the destination location. This at least partially solves the problems of unintuitive and inefficient destination labeling, improving the player's gaming experience.

[0096] The step of determining the destination location in the first game scene in response to the annotation control operation for the target virtual object further includes: in response to the annotation control operation for the target virtual object, displaying the annotation indication determined according to the annotation control operation in the first game scene, with the target virtual object as the annotation starting point.

[0097] The aforementioned annotation instruction also includes an annotation endpoint. In response to an annotation control operation on the target virtual object, the step of determining the destination location in the first game scene includes: in response to a control operation on the annotation instruction, adjusting the annotation endpoint of the annotation instruction; and determining the destination location in the first game scene based on the annotation endpoint of the annotation instruction.

[0098] The above response to the control operation for the annotation indication, adjusting the annotation endpoint of the annotation indication includes: in response to the control operation for the annotation indication, determining the annotation endpoint of the annotation indication according to the control operation.

[0099] The above-mentioned response to the control operation of the annotation indication, adjusting the annotation endpoint according to the control operation includes: in response to the first operation, adjusting the direction of the annotation endpoint relative to the annotation start point according to the direction of the first control point of the first operation relative to the annotation start point.

[0100] The above-mentioned adjustment of the direction of the annotation endpoint relative to the annotation start point based on the direction of the first control point relative to the annotation start point includes: using the direction of the first control point relative to the annotation start point as the direction of the annotation endpoint relative to the annotation start point.

[0101] The above-mentioned response to the control operation of the annotation instruction, adjusting the annotation endpoint according to the control operation, includes: responding to the second operation, adjusting the horizontal distance between the annotation endpoint and the annotation start point according to the second operation.

[0102] The steps described above for adjusting the horizontal distance between the labeling endpoint and the labeling start point according to the second operation include: using the horizontal distance between the second control point position of the second operation and the labeling start point as the horizontal distance between the labeling endpoint and the labeling start point.

[0103] The steps of adjusting the annotation endpoint of the annotation indicator in response to the control operation of the annotation indicator include: adjusting the vertical distance between the annotation endpoint and the annotation start point in response to the third operation.

[0104] The above-mentioned adjustment of the vertical distance between the annotation endpoint and the annotation start point based on the third operation includes: taking the vertical distance between the third operation point of the third operation and the horizontal plane where the annotation start point is located as the vertical distance between the annotation endpoint and the annotation start point.

[0105] The above response to the control operation of the annotation instruction, adjusting the annotation endpoint of the annotation instruction includes: in response to the fourth operation on the annotation instruction, confirming the adjustment dimension of the annotation endpoint of the annotation instruction; and adjusting the annotation endpoint according to the adjustment dimension based on the fifth operation on the annotation instruction.

[0106] The above-mentioned response to the fourth operation on the annotation instruction, confirming the adjustment dimension of the annotation endpoint of the annotation instruction includes: in response to the fourth operation on the annotation instruction, switching the adjustment dimension according to the preset adjustment dimension switching order.

[0107] The above-mentioned method, which uses the target virtual object as the starting point for annotation and displays the annotation indicator in the first game scene, also includes: responding to the movement of the target virtual object, obtaining the position of the target virtual object after the movement; and updating the starting point of the annotation indicator to the position after the movement.

[0108] The aforementioned position confirmation module is also used to: adjust the perspective of the first game scene with the first virtual object as the center in response to the sixth operation.

[0109] The step of displaying the annotation indicator in the first game scene, with the aforementioned target virtual object as the starting point, further includes: if the display position of the virtual object and / or virtual prop in the first game scene coincides with that of the annotation indicator, changing the display method of the annotation indicator at the overlapping position.

[0110] The steps of displaying annotations in the first game scene with the target virtual object as the starting point of the annotations also include: when the operation control in the first graphical user interface coincides with the display position of the annotation, changing the display method of the annotation at the overlapping position.

[0111] The aforementioned device also includes a first display module, used to display a first destination identifier at the destination location in the first user graphical interface after the destination location is determined in the first game scene.

[0112] The above-mentioned display of the first destination identifier at the destination location in the first graphical user interface includes: determining the identity identifier corresponding to the first virtual object, and displaying the first destination identifier at the destination location in the first graphical user interface according to the identity identifier.

[0113] The above-mentioned display of the first destination identifier at the destination location in the first graphical user interface includes: when the destination location and the first virtual object are within the same field of view, displaying the first destination identifier at the destination location in the first game scene with the first identifier specification.

[0114] The first user graphical interface provided by the aforementioned first terminal device also includes a first thumbnail map window. Displaying the first destination identifier at the destination location in the first graphical user interface includes: when the destination location and the first virtual object are not in the same field of view, the first destination identifier is displayed at the map location corresponding to the destination location in the first thumbnail map window.

[0115] This disclosure also provides another destination labeling device, which provides a second graphical user interface via a second terminal device. The second graphical user interface includes at least a portion of a second game scene, and the second game scene includes a target virtual object. The device includes:

[0116] The second display module, after the target virtual object is controlled by the second terminal device and sends the destination location to the second terminal device corresponding to the target virtual object, responds to receiving the destination location sent from the first terminal device by displaying a second destination identifier in the destination location in the second graphical user interface, and displays a movement guidance identifier to instruct the target virtual object to go to the destination location.

[0117] The step of displaying a movement guide sign to instruct a target virtual object to proceed to its destination further includes displaying the straight-line distance between the target virtual object and the destination location corresponding to the movement guide sign.

[0118] The aforementioned movement guidance markers are used to indicate the relative direction between the destination location and the target virtual object, including both horizontal and vertical directions.

[0119] The above-mentioned step of displaying the second destination identifier in the destination location in the second graphical user interface includes: when the destination location and the target virtual object are within the same field of view, displaying the second destination identifier in the second game scene at the destination location with the second identifier specification.

[0120] The second graphical user interface provided by the second terminal also includes a second thumbnail map window. The step of displaying a second destination identifier in the destination location in the second graphical user interface includes: when the destination location and the target virtual object are not within the field of view, the second destination identifier is displayed in the map location corresponding to the destination location in the second thumbnail map window.

[0121] The second display module is also used to obtain the identity identifier corresponding to the first virtual object, and display the second destination identifier and the movement guidance identifier according to the identity identifier.

[0122] The second display module is also used to respond to the movement control operation of the second terminal device on the target virtual object, control the target virtual object to move in the second game scene; and stop displaying the destination mark and the guide mark in response to the target virtual object moving to the destination location.

[0123] The destination labeling device provided in this embodiment has the same technical features as the destination labeling method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0124] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the aforementioned destination labeling method. This electronic device can be a server or a terminal device.

[0125] See Figure 10 The electronic device includes a processor 100 and a memory 101, the memory 101 storing machine-executable instructions that can be executed by the processor 100, the processor 100 executing the machine-executable instructions to implement the above-described destination labeling method.

[0126] Furthermore, Figure 10 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0127] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 10 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0128] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101. The processor 100 reads information from memory 101 and, in conjunction with its hardware, completes the steps of the destination labeling method described in the foregoing embodiment. These steps include:

[0129] The method involves determining the target virtual object for destination labeling from other virtual objects in the first game scene; in response to a labeling control operation on the target virtual object, determining the destination location in the first game scene; and sending the destination location to the second terminal device corresponding to the target virtual object to instruct the second terminal device to control the target virtual object to move to the destination location. This method at least partially solves the problems of unintuitive and inefficient destination labeling, improving the player's gaming experience.

[0130] The step of determining the destination location in the first game scene in response to the annotation control operation for the target virtual object further includes: in response to the annotation control operation for the target virtual object, displaying the annotation indication determined according to the annotation control operation in the first game scene, with the target virtual object as the annotation starting point.

[0131] The aforementioned annotation instruction also includes an annotation endpoint. In response to an annotation control operation on the target virtual object, the step of determining the destination location in the first game scene includes: in response to a control operation on the annotation instruction, adjusting the annotation endpoint of the annotation instruction; and determining the destination location in the first game scene based on the annotation endpoint of the annotation instruction.

[0132] The above response to the control operation for the annotation indication, adjusting the annotation endpoint of the annotation indication includes: in response to the control operation for the annotation indication, determining the annotation endpoint of the annotation indication according to the control operation.

[0133] The above-mentioned response to the control operation of the annotation indication, adjusting the annotation endpoint according to the control operation includes: in response to the first operation, adjusting the direction of the annotation endpoint relative to the annotation start point according to the direction of the first control point of the first operation relative to the annotation start point.

[0134] The above-mentioned adjustment of the direction of the annotation endpoint relative to the annotation start point based on the direction of the first control point relative to the annotation start point includes: using the direction of the first control point relative to the annotation start point as the direction of the annotation endpoint relative to the annotation start point.

[0135] The above-mentioned response to the control operation of the annotation instruction, adjusting the annotation endpoint according to the control operation, includes: responding to the second operation, adjusting the horizontal distance between the annotation endpoint and the annotation start point according to the second operation.

[0136] The steps described above for adjusting the horizontal distance between the end point and the starting point of the annotation according to the second operation include: using the horizontal distance between the second control point position of the second operation and the starting point of the annotation as the horizontal distance between the end point and the starting point of the annotation.

[0137] The steps of adjusting the annotation endpoint of the annotation indicator in response to the control operation of the annotation indicator include: adjusting the vertical distance between the annotation endpoint and the annotation start point in response to the third operation.

[0138] The above-mentioned adjustment of the vertical distance between the annotation endpoint and the annotation start point based on the third operation includes: taking the vertical distance between the third operation point of the third operation and the horizontal plane where the annotation start point is located as the vertical distance between the annotation endpoint and the annotation start point.

[0139] The above response to the control operation of the annotation instruction, adjusting the annotation endpoint of the annotation instruction includes: in response to the fourth operation on the annotation instruction, confirming the adjustment dimension of the annotation endpoint of the annotation instruction; and adjusting the annotation endpoint according to the adjustment dimension based on the fifth operation on the annotation instruction.

[0140] The above-mentioned response to the fourth operation on the annotation instruction, confirming the adjustment dimension of the annotation endpoint of the annotation instruction includes: in response to the fourth operation on the annotation instruction, switching the adjustment dimension according to the preset adjustment dimension switching order.

[0141] The above-mentioned method, which uses the target virtual object as the starting point for annotation and displays the annotation indicator in the first game scene, also includes: responding to the movement of the target virtual object, obtaining the position of the target virtual object after the movement; and updating the starting point of the annotation indicator to the position after the movement.

[0142] The aforementioned position confirmation module is also used to: adjust the perspective of the first game scene with the first virtual object as the center in response to the sixth operation.

[0143] The step of displaying the annotation indicator in the first game scene, with the aforementioned target virtual object as the starting point, further includes: if the display position of the virtual object and / or virtual prop in the first game scene coincides with that of the annotation indicator, changing the display method of the annotation indicator at the overlapping position.

[0144] The steps of displaying annotations in the first game scene with the target virtual object as the starting point of the annotations also include: when the operation control in the first graphical user interface coincides with the display position of the annotation, changing the display method of the annotation at the overlapping position.

[0145] After determining the destination location in the first game scene, the first destination identifier is displayed in the first user graphical interface.

[0146] The above-mentioned display of the first destination identifier at the destination location in the first graphical user interface includes: determining the identity identifier corresponding to the first virtual object, and displaying the first destination identifier at the destination location in the first graphical user interface according to the identity identifier.

[0147] The above-mentioned display of the first destination identifier at the destination location in the first graphical user interface includes: when the destination location and the first virtual object are within the same field of view, displaying the first destination identifier at the destination location in the first game scene with the first identifier specification.

[0148] The first user graphical interface provided by the aforementioned first terminal device also includes a first thumbnail map window. Displaying the first destination identifier at the destination location in the first graphical user interface includes: when the destination location and the first virtual object are not in the same field of view, the first destination identifier is displayed at the map location corresponding to the destination location in the first thumbnail map window.

[0149] The above method includes providing a second graphical user interface via a second terminal device. The second graphical user interface includes at least a portion of a second game scene, in which a target virtual object is included. After the target virtual object is controlled by the second terminal device and sends a destination location to the second terminal device corresponding to the target virtual object, in response to receiving the destination location sent from the first terminal device, a second destination identifier is displayed at the destination location in the second graphical user interface, and a movement guidance identifier for instructing the target virtual object to go to the destination location is displayed.

[0150] The step of displaying a movement guide sign to instruct a target virtual object to proceed to its destination further includes displaying the straight-line distance between the target virtual object and the destination location corresponding to the movement guide sign.

[0151] The aforementioned movement guidance markers are used to indicate the relative direction between the destination location and the target virtual object, including both horizontal and vertical directions.

[0152] The above-mentioned step of displaying the second destination identifier in the destination location in the second graphical user interface includes: when the destination location and the target virtual object are within the same field of view, displaying the second destination identifier in the second game scene at the destination location with the second identifier specification.

[0153] The second graphical user interface provided by the second terminal also includes a second thumbnail map window. The step of displaying a second destination identifier in the destination location in the second graphical user interface includes: when the destination location and the target virtual object are not within the field of view, the second destination identifier is displayed in the map location corresponding to the destination location in the second thumbnail map window.

[0154] The method also includes obtaining an identity identifier corresponding to the first virtual object, and displaying a second destination identifier and a movement guidance identifier based on the identity identifier.

[0155] After the second destination identifier is displayed at the destination location in the second graphical user interface, the method further includes: controlling the target virtual object to move in the second game scene in response to the second terminal device's movement control operation on the target virtual object; and stopping the display of the destination identifier and the guide identifier in response to the target virtual object moving to the destination location.

[0156] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned destination labeling method. The method specifically includes:

[0157] The method involves determining the target virtual object for destination labeling from other virtual objects in the first game scene; in response to a labeling control operation on the target virtual object, determining the destination location in the first game scene; and sending the destination location to the second terminal device corresponding to the target virtual object to instruct the second terminal device to control the target virtual object to move to the destination location. This method at least partially solves the problems of unintuitive and inefficient destination labeling, improving the player's gaming experience.

[0158] The step of determining the destination location in the first game scene in response to the annotation control operation for the target virtual object further includes: in response to the annotation control operation for the target virtual object, displaying the annotation indication determined according to the annotation control operation in the first game scene, with the target virtual object as the annotation starting point.

[0159] The aforementioned annotation instruction also includes an annotation endpoint. In response to an annotation control operation on the target virtual object, the step of determining the destination location in the first game scene includes: in response to a control operation on the annotation instruction, adjusting the annotation endpoint of the annotation instruction; and determining the destination location in the first game scene based on the annotation endpoint of the annotation instruction.

[0160] The above response to the control operation for the annotation indication, adjusting the annotation endpoint of the annotation indication includes: in response to the control operation for the annotation indication, determining the annotation endpoint of the annotation indication according to the control operation.

[0161] The above-mentioned response to the control operation of the annotation indication, adjusting the annotation endpoint according to the control operation includes: in response to the first operation, adjusting the direction of the annotation endpoint relative to the annotation start point according to the direction of the first control point of the first operation relative to the annotation start point.

[0162] The above-mentioned adjustment of the direction of the annotation endpoint relative to the annotation start point based on the direction of the first control point relative to the annotation start point includes: using the direction of the first control point relative to the annotation start point as the direction of the annotation endpoint relative to the annotation start point.

[0163] The above-mentioned response to the control operation of the annotation instruction, adjusting the annotation endpoint according to the control operation, includes: responding to the second operation, adjusting the horizontal distance between the annotation endpoint and the annotation start point according to the second operation.

[0164] The steps described above for adjusting the horizontal distance between the end point and the starting point of the annotation according to the second operation include: using the horizontal distance between the second control point position of the second operation and the starting point of the annotation as the horizontal distance between the end point and the starting point of the annotation.

[0165] The steps of adjusting the annotation endpoint of the annotation indicator in response to the control operation of the annotation indicator include: adjusting the vertical distance between the annotation endpoint and the annotation start point in response to the third operation.

[0166] The above-mentioned adjustment of the vertical distance between the annotation endpoint and the annotation start point based on the third operation includes: taking the vertical distance between the third operation point of the third operation and the horizontal plane where the annotation start point is located as the vertical distance between the annotation endpoint and the annotation start point.

[0167] The above response to the control operation of the annotation instruction, adjusting the annotation endpoint of the annotation instruction includes: in response to the fourth operation on the annotation instruction, confirming the adjustment dimension of the annotation endpoint of the annotation instruction; and adjusting the annotation endpoint according to the adjustment dimension based on the fifth operation on the annotation instruction.

[0168] The above-mentioned response to the fourth operation on the annotation instruction, confirming the adjustment dimension of the annotation endpoint of the annotation instruction includes: in response to the fourth operation on the annotation instruction, switching the adjustment dimension according to the preset adjustment dimension switching order.

[0169] The above-mentioned method, which uses the target virtual object as the starting point for annotation and displays the annotation indicator in the first game scene, also includes: responding to the movement of the target virtual object, obtaining the position of the target virtual object after the movement; and updating the starting point of the annotation indicator to the position after the movement.

[0170] The aforementioned position confirmation module is also used to: adjust the perspective of the first game scene with the first virtual object as the center in response to the sixth operation.

[0171] The step of displaying the annotation indicator in the first game scene, with the aforementioned target virtual object as the starting point, further includes: if the display position of the virtual object and / or virtual prop in the first game scene coincides with that of the annotation indicator, changing the display method of the annotation indicator at the overlapping position.

[0172] The steps of displaying annotations in the first game scene with the target virtual object as the starting point of the annotations also include: when the operation control in the first graphical user interface coincides with the display position of the annotation, changing the display method of the annotation at the overlapping position.

[0173] After determining the destination location in the first game scene, the first destination identifier is displayed in the first user graphical interface.

[0174] The above-mentioned display of the first destination identifier at the destination location in the first graphical user interface includes: determining the identity identifier corresponding to the first virtual object, and displaying the first destination identifier at the destination location in the first graphical user interface according to the identity identifier.

[0175] The above-mentioned display of the first destination identifier at the destination location in the first graphical user interface includes: when the destination location and the first virtual object are within the same field of view, displaying the first destination identifier at the destination location in the first game scene with the first identifier specification.

[0176] The first user graphical interface provided by the aforementioned first terminal device also includes a first thumbnail map window. Displaying the first destination identifier at the destination location in the first graphical user interface includes: when the destination location and the first virtual object are not in the same field of view, the first destination identifier is displayed at the map location corresponding to the destination location in the first thumbnail map window.

[0177] The above method includes providing a second graphical user interface via a second terminal device. The second graphical user interface includes at least a portion of a second game scene, in which a target virtual object is included. After the target virtual object is controlled by the second terminal device and sends a destination location to the second terminal device corresponding to the target virtual object, in response to receiving the destination location sent from the first terminal device, a second destination identifier is displayed at the destination location in the second graphical user interface, and a movement guidance identifier for instructing the target virtual object to go to the destination location is displayed.

[0178] The step of displaying a movement guide sign to instruct a target virtual object to proceed to its destination further includes displaying the straight-line distance between the target virtual object and the destination location corresponding to the movement guide sign.

[0179] The aforementioned movement guidance markers are used to indicate the relative direction between the destination location and the target virtual object, including both horizontal and vertical directions.

[0180] The above-mentioned step of displaying the second destination identifier in the destination location in the second graphical user interface includes: when the destination location and the target virtual object are within the same field of view, displaying the second destination identifier in the second game scene at the destination location with the second identifier specification.

[0181] The second graphical user interface provided by the second terminal also includes a second thumbnail map window. The step of displaying a second destination identifier in the destination location in the second graphical user interface includes: when the destination location and the target virtual object are not within the field of view, the second destination identifier is displayed in the map location corresponding to the destination location in the second thumbnail map window.

[0182] The method also includes obtaining an identity identifier corresponding to the first virtual object, and displaying a second destination identifier and a movement guidance identifier based on the identity identifier.

[0183] After the second destination identifier is displayed at the destination location in the second graphical user interface, the method further includes: controlling the target virtual object to move in the second game scene in response to the second terminal device's movement control operation on the target virtual object; and stopping the display of the destination identifier and the guide identifier in response to the target virtual object moving to the destination location.

[0184] The computer program products of the destination labeling method, apparatus and electronic device provided in the embodiments of this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0185] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0186] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0187] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0188] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0189] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A destination labeling method, characterized in that, The method includes providing a first graphical user interface (GUI) via a first terminal device, the GUI including a first game scene, the game scene including a first virtual object, the virtual object being controlled by the first terminal device, and the method comprising: Determine the target virtual object with destination annotation from other virtual objects in the first game scene; In response to a labeling control operation on the target virtual object, a labeling indication determined according to the labeling control operation is displayed in the first game scene, with the target virtual object as the labeling starting point. The labeling indication also includes a labeling ending point. In response to a control operation on the annotation indication, adjust the annotation endpoint of the annotation indication; Determine the destination location in the first game scene based on the endpoint indicated by the annotation; The destination location is sent to the second terminal device corresponding to the target virtual object, so as to instruct the second terminal device to control the target virtual object to move to the destination location.

2. The method according to claim 1, characterized in that, The step of adjusting the annotation endpoint of the annotation indication in response to the control operation of the annotation indication includes: In response to a control operation on the annotation indication, the annotation endpoint of the annotation indication is determined according to the control operation.

3. The method according to claim 2, characterized in that, The step of adjusting the annotation endpoint of the annotation indication in response to a control operation on the annotation indication includes: In response to the first operation, the direction of the annotation endpoint relative to the annotation start point is adjusted according to the direction of the first control point of the first operation relative to the annotation start point.

4. The method according to claim 3, wherein the step of adjusting the direction of the annotation endpoint relative to the annotation starting point according to the direction of the first control point of the first operation relative to the annotation starting point includes: The direction of the first control point relative to the starting point of the annotation is taken as the direction of the ending point of the annotation relative to the starting point of the annotation.

5. The method according to claim 2, characterized in that, The step of adjusting the annotation endpoint of the annotation indication in response to a control operation on the annotation indication includes: In response to the second operation, the horizontal distance between the end point of the annotation and the starting point of the annotation is adjusted according to the second operation.

6. The method according to claim 5, characterized in that, The step of adjusting the horizontal distance between the end point and the starting point of the annotation according to the second operation includes: The horizontal distance between the second control point position of the second operation and the starting point of the annotation is taken as the horizontal distance between the ending point of the annotation and the starting point of the annotation.

7. The method according to claim 2, characterized in that, The step of adjusting the annotation endpoint of the annotation indication in response to a control operation on the annotation indication includes: In response to a third operation, the vertical distance between the end point of the annotation and the starting point of the annotation is adjusted according to the third operation.

8. The method according to claim 7, characterized in that, The step of adjusting the vertical distance between the endpoint of the annotation and the starting point of the annotation according to the third operation includes: The vertical distance between the third operation point of the third operation and the horizontal plane where the starting point of the annotation is located is taken as the vertical distance between the ending point of the annotation and the starting point of the annotation.

9. The method according to claim 1, characterized in that, The step of adjusting the annotation endpoint of the annotation indication in response to the control operation of the annotation indication includes: In response to the fourth operation on the annotation indication, the adjustment dimension of the annotation endpoint of the annotation indication is confirmed; According to the fifth operation of the annotation instruction, the annotation endpoint is adjusted in the adjustment dimension.

10. The method according to claim 9, characterized in that, The step of confirming the adjusted dimension of the annotation endpoint of the annotation indication in response to the fourth operation of the annotation indication includes: In response to the fourth operation indicated by the annotation, the adjustment dimension is switched according to a preset adjustment dimension switching order.

11. The method according to claim 1, characterized in that, After displaying annotation indicators in the first game scene using the target virtual object as the starting point for annotation, the method further includes: In response to the movement of the target virtual object, the position of the target virtual object after the movement is obtained; Update the starting point of the annotation to the moved position.

12. The method according to claim 1, characterized in that, The step of determining the destination location in the first game scene in response to a labeling control operation on the target virtual object further includes: In response to the sixth operation, the perspective of the first game scene is adjusted with the first virtual object as the center.

13. The method according to claim 1, characterized in that, The step of displaying annotations in the first game scene using the target virtual object as the starting point further includes: If the virtual object and / or virtual prop in the first game scene overlaps with the display position of the annotation, change the display method of the annotation at the overlapping position.

14. The method according to claim 1, characterized in that, The step of displaying annotations in the first game scene using the target virtual object as the starting point further includes: If the operation control in the first graphical user interface coincides with the display position of the annotation indicator, change the display mode of the annotation indicator at the overlapping position.

15. The method according to claim 1, characterized in that, After determining the destination location in the first game scene, the method further includes: The first destination identifier is displayed at the destination location in the first user graphical interface.

16. The method according to claim 15, characterized in that, The step of displaying the first destination identifier at the destination location in the first graphical user interface includes: Determine the identity identifier corresponding to the first virtual object, and display the first destination identifier at the destination location in the first graphical user interface according to the identity identifier.

17. The method according to claim 15, characterized in that, Displaying a first destination identifier at the destination location in the first graphical user interface includes: When the destination location is within the same field of view as the first virtual object, the first destination identifier is displayed at the destination location in the first game scene using a first identifier specification.

18. The method according to claim 15, characterized in that, The first user graphical interface provided by the first terminal device further includes a first thumbnail map window, and displaying a first destination identifier at the destination location in the first graphical user interface includes: If the destination location is not within the same field of view as the first virtual object, the first destination identifier is displayed in the first thumbnail map window at the map location corresponding to the destination location.

19. The method according to claim 1, characterized in that, A second graphical user interface is provided through a second terminal device. The second graphical user interface includes at least a portion of a second game scene, the second game scene including the target virtual object, the target virtual object being controlled by the second terminal device. After sending the destination location to the second terminal device corresponding to the target virtual object, the method includes: In response to receiving a destination location sent from the first terminal device, a second destination identifier is displayed at the destination location in the second graphical user interface, and a movement guidance identifier for instructing the target virtual object to travel to the destination location is displayed.

20. The method according to claim 19, characterized in that, The step of displaying a movement guidance marker to instruct the target virtual object to proceed to the destination location further includes: The movement guidance icon displays the straight-line distance between the target virtual object and the destination location.

21. The method according to claim 19, characterized in that, The movement guidance identifier is used to indicate the relative direction between the destination location and the target virtual object, the relative direction including the horizontal direction and the vertical direction.

22. The method according to claim 19, characterized in that, The step of displaying the second destination identifier at the destination location in the second graphical user interface includes: When the destination location and the target virtual object are within the same field of view, the destination location in the second game scene displays the second destination identifier in a second identifier specification.

23. The method according to claim 19, characterized in that, The second graphical user interface provided by the second terminal also includes a second thumbnail map window, and the step of displaying a second destination identifier at the destination location in the second graphical user interface includes: If the destination location and the target virtual object are not within the field of view, the second destination identifier is displayed in the second thumbnail map window at the map location corresponding to the destination location.

24. The method according to claim 19, characterized in that, The method further includes: Obtain the identity identifier corresponding to the first virtual object, and display the second destination identifier and the movement guidance identifier based on the identity identifier.

25. The method according to claim 19, characterized in that, After displaying a second destination identifier at the destination location in the second graphical user interface, the method further includes: In response to the second terminal device's movement control operation on the target virtual object, the target virtual object is controlled to move within the second game scene; In response to the target virtual object moving to the destination location, the display of the destination identifier and the guide identifier is stopped.

26. A destination marking device, characterized in that, A graphical user interface is provided through a first terminal device, the graphical user interface including a first game scene, the first game scene including a first virtual object controlled by the first terminal device, the device comprising: The target confirmation module determines the target virtual object with destination marking from other virtual objects in the first game scene; The location confirmation module responds to a labeling control operation for the target virtual object by displaying a labeling indication determined according to the labeling control operation in the first game scene, with the target virtual object as the labeling starting point. The labeling indication also includes a labeling endpoint. In response to a control operation for the labeling indication, the module adjusts the labeling endpoint of the labeling indication. Based on the labeling endpoint of the labeling indication, the module determines a destination location in the first game scene. The module then sends the destination location to the second terminal device corresponding to the target virtual object, instructing the second terminal device to control the target virtual object to move to the destination location.

27. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the destination labeling method according to any one of claims 1-25.

28. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the destination labeling method according to any one of claims 1-25.

Citation Information

Patent Citations

  • Virtual unit control method and device in game, storage medium and electronic equipment

    CN113426125A

  • Game interaction control method and device, computer equipment and storage medium

    CN115501582A