Method and device for displaying mark information in game, electronic equipment and storage medium
Patent Information
- Application Number
- CN202210202969.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-03
- Publication Date
- 2026-08-18
- Estimated Expiration
- 2042-03-03
AI Technical Summary
[0003]现阶段,一些游戏的标记一般是通过输入装置点击来进行标记,但是由于在标记过程中游戏角色是处于移动过程中,或游戏道具是叠放的,这都会导致标记过程中出现标记不到目标对象或是标记失误等,导致标记信息显示不准确,极大地降低了标记的准确率以及人机交互效率
[0045] The method, apparatus, electronic device, and storage medium for displaying game marker information provided in this application embodiment respond to the player's selection operation by defining a selection area on the graphical user interface and identifying the game elements to be marked within the selection area. Based on the position information of the game elements to be marked in the game scene, the marking information for the game elements to be marked is determined, and the corresponding marking information is displayed in the graphical user interface. In this application embodiment, by using the selection method, game elements whose overlapping area with other game elements in the game scene is greater than a first preset area threshold or are in a moving state are accurately selected to determine the game elements to be marked. Furthermore, based on the position information of the game elements to be marked in the game scene, the marking information in the game scene is accurately determined, and the marking information is displayed in the graphical user interface, which helps to improve the accuracy of marking and the efficiency of human-computer interaction.
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Figure CN116726486B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to methods, devices, electronic devices and storage media for displaying marked information in games. Background Technology
[0002] With the widespread use of internet technology and mobile devices, users have access to an increasing number of entertainment options, such as games. Among these, team-based competitive games are particularly popular. Players can mark game characters and items in the game environment, allowing teammates and themselves to obtain usable information and thus improve their gameplay.
[0003] Currently, some games use a click function on an input device to mark objects. However, since the game character is moving or game items are stacked during the marking process, it can lead to situations where the target object is not marked or the marking is incorrect. This results in inaccurate display of the marked information, which greatly reduces the accuracy of the marking and the efficiency of human-computer interaction. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a method, device, electronic device and storage medium for displaying marking information in games. By using a box selection method, game elements whose overlapping area with other game elements in the game scene is greater than a first preset area threshold or are in a moving state are accurately selected to determine the game elements to be marked. Furthermore, based on the position information of the game elements to be marked in the game scene, the marking information in the game scene is accurately determined and displayed in the graphical user interface, which helps to improve the accuracy of marking and the efficiency of human-computer interaction.
[0005] In a first aspect, embodiments of this application provide a method for displaying marker information in a game. A graphical user interface is provided via a terminal device. The graphical user interface displays at least a portion of a game scene. The game scene includes game elements that meet marker conditions. The area of the overlapping region between the game element meeting the marker conditions and other game elements in the game scene is greater than a first preset area threshold, or the game element is in a moving state. The display method includes:
[0006] In response to the selection operation, a selection area is defined on the graphical user interface, and game elements to be marked within the selection area are identified from the game elements.
[0007] Based on the position information of the game element to be marked in the game scene, generate marking information for the game element to be marked;
[0008] The tagging information of the game element to be tagged is displayed on the graphical user interface.
[0009] In one possible implementation, the game element satisfying the marking condition includes: the game element satisfying a specific game element type and having at least one of the following relationships under the corresponding game element type:
[0010] The game character controlled by the player has a combat relationship with the player, moves at a speed greater than a preset speed threshold, and can complete game tasks by utilizing the game elements.
[0011] In one possible implementation, the specific game element type includes game character type and game item type;
[0012] The specific game element type is the game character type, and the game element to be marked is a game character whose movement speed is greater than a preset speed threshold and has a combat relationship with the game character controlled by the player.
[0013] The specific game element type is the game item type, and the game element to be marked is a game item that the player-controlled game character can use to complete game tasks and meet the item selection conditions set by the player in advance.
[0014] In one possible implementation, generating tagging information for the game element to be tagged based on its position information in the game scene includes:
[0015] Based on the specific game element type that the game element to be marked meets and the position information of the game element to be marked in the game scene, mark information is generated for the game element to be marked.
[0016] In one possible implementation, generating tagging information for the game element to be tagged based on its position information in the game scene includes:
[0017] When the game element to be marked satisfies the specific game element type of game character type, the initial position of the game element to be marked by the selection area is determined, wherein the initial position is the initial position of the game element to be marked when it is selected by the selection area;
[0018] The selected area is controlled to shrink back to the initial position at a preset speed;
[0019] When the shrinkage of the selected area meets the predetermined conditions, marking information for the game element to be marked is generated at the initial position.
[0020] In one possible implementation, generating tagging information for the game element to be tagged, based on the specific game element type it satisfies and its position information in the game scene, includes:
[0021] When the game element to be marked satisfies the specific game element type of game item, the marking information is determined based on the distance between the game element to be marked and the game character controlled by the player.
[0022] In one possible implementation, the marking information is determined through the following steps:
[0023] When the distance between the game element to be marked and the game character controlled by the player is less than a preset distance threshold, the marking information is determined based on the item attribute information of the game element to be marked;
[0024] When the distance between the game element to be marked and the game character controlled by the player is greater than a preset distance threshold, the marking information is determined based on the item tier information of the game element to be marked.
[0025] In one possible implementation, determining a selection area on the graphical user interface in response to a selection operation includes:
[0026] In response to a box selection operation in the graphical user interface, the starting point of the box selection operation is determined;
[0027] In response to a player's drag operation targeting the starting point of the selection operation, the selection area is determined based on the drag direction and drag distance.
[0028] In one possible implementation, the game elements to be marked located within the selected area are determined by the following steps:
[0029] Detect the overlapping areas between each game element and the selected area;
[0030] Game elements whose area of the selected overlapping region is greater than the second preset region area threshold are identified as candidate game elements located within the selected region, and game elements to be marked are selected from the candidate elements.
[0031] In one possible implementation, the specific game element type is a game character type, and displaying the tagging information of the game element to be tagged on the graphical user interface includes:
[0032] Determine the selection position of the game element to be marked when it is selected;
[0033] The marker information is displayed corresponding to the selected position;
[0034] The tagging content of the tagging information includes at least one of the following:
[0035] The identification information of the game element to be marked and the marking graphic corresponding to the game element to be marked.
[0036] In one possible implementation, the specific game element type is a game item type, and displaying the tagging information of the game element to be tagged on the graphical user interface includes:
[0037] When the number of game elements to be marked is one, the marking information is displayed at a preset position of the game element to be marked;
[0038] When there are multiple game elements to be marked, the marking information corresponding to each game element to be marked is arranged into a marking information list, and the marking information list is displayed at the preset position.
[0039] Secondly, embodiments of this application also provide a display device for marking information in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a game scene, the game scene including game elements that meet marking conditions, wherein the area of the overlapping region between the game element that meets the marking conditions and other game elements in the game scene is greater than a first preset area threshold, or the game element is in a moving state, and the display device includes:
[0040] The marker element determination module is used to determine a selection area on the graphical user interface in response to a selection operation, and to determine the game elements to be marked that are located within the selection area from the game elements;
[0041] The tagging information generation module is used to generate tagging information for the game element to be tagged based on the position information of the game element to be tagged in the game scene;
[0042] The tag information display module is used to display the tag information of the game element to be tagged on the graphical user interface.
[0043] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, the steps of the display method for marker information in the game described above are performed.
[0044] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the above-described method for displaying marker information in a game.
[0045] The method, apparatus, electronic device, and storage medium for displaying game marker information provided in this application embodiment respond to the player's selection operation by defining a selection area on the graphical user interface and identifying the game elements to be marked within the selection area. Based on the position information of the game elements to be marked in the game scene, the marking information for the game elements to be marked is determined, and the corresponding marking information is displayed in the graphical user interface. In this application embodiment, by using the selection method, game elements whose overlapping area with other game elements in the game scene is greater than a first preset area threshold or are in a moving state are accurately selected to determine the game elements to be marked. Furthermore, based on the position information of the game elements to be marked in the game scene, the marking information in the game scene is accurately determined, and the marking information is displayed in the graphical user interface, which helps to improve the accuracy of marking and the efficiency of human-computer interaction.
[0046] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0047] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0048] Figure 1 A flowchart illustrating a method for displaying marker information in a game, provided as an embodiment of this application;
[0049] Figure 2 This is one of the scenario diagrams of the graphical user interface provided in the embodiments of this application;
[0050] Figure 3 A second schematic diagram of a scenario for the graphical user interface provided in an embodiment of this application;
[0051] Figure 4 The third schematic diagram of a scenario for the graphical user interface provided in the embodiments of this application;
[0052] Figure 5This is a schematic diagram of the structure of a display device for game marker information provided in an embodiment of this application;
[0053] Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0054] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.
[0055] First, the applicable scenarios for this application will be introduced. This application can be applied to the field of game technology. With the widespread use of Internet technology and terminals, users have more and more entertainment options such as games. Among them, team-based competitive games are quite popular. Players can mark game characters and items in the game scene so that teammates and themselves can obtain usable information in the game scene, thereby improving their gameplay. At present, marking in some games (such as PC games) is generally done by clicking with an input device (mouse). When marking with a mouse, there are some problems. When encountering enemies, game characters are moving at high speed. It is difficult to accurately mark enemy game characters using the middle of the mouse (scroll wheel) or after modifying the key. Marking items using the mouse hover position also has problems (items overlap, and the desired item cannot be marked). It is also impossible to mark remote game items. That is, the game character is moving during the marking process, or the game items are stacked. This will lead to the marking of the target object not being marked or the marking error, resulting in inaccurate display of marked information, which greatly reduces the accuracy of marking and the efficiency of human-computer interaction.
[0056] Based on this, embodiments of this application provide a method for displaying marker information in games, so as to improve the accuracy of markers and the efficiency of human-computer interaction.
[0057] The method for displaying game marker information in this application embodiment can run on a terminal device or a server. The terminal device can be a local terminal device (such as a local touch terminal). When the method for displaying game marker information runs on a server, it can be a cloud gaming application.
[0058] In one alternative implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen are separate entities. The storage and execution of the method for displaying game markers are completed on the cloud gaming server. The cloud gaming client is used for data reception, transmission, and game screen display. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device displaying the markers is the cloud gaming server in the cloud. During gameplay, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0059] In another alternative implementation, the terminal device can be a local terminal device. 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 user through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the user in various ways, such as rendering it on the local terminal device's display screen or providing it to the user through 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.
[0060] The method for displaying marker information in a game provided in this application can run on the aforementioned local terminal device or the aforementioned cloud gaming client. The following description uses the example of the method for displaying marker information in a game running on a local terminal device (hereinafter referred to as the terminal device).
[0061] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for displaying marker information in a game, as provided in an embodiment of this application. Figure 1 As shown in the embodiment of this application, the method for displaying game marker information includes:
[0062] S101. In response to the selection operation, a selection area is defined on the graphical user interface, and the game elements to be marked located within the selection area are determined from the game elements.
[0063] S102. Generate marking information for the game element to be marked based on its position information in the game scene.
[0064] S103. Display the marking information of the game element to be marked on the graphical user interface.
[0065] This application provides a method for displaying marker information in a game. By using a box selection method, game elements whose overlapping area with other game elements in the game scene is greater than a first preset area threshold, or who are in a moving state, are accurately selected to determine the game elements to be marked. Furthermore, based on the position information of the game elements to be marked in the game scene, the marker information in the game scene is accurately determined, and the marker information is displayed in the graphical user interface. This helps to improve the accuracy of marking and the efficiency of human-computer interaction.
[0066] The exemplary steps of the embodiments of this application are described below:
[0067] S101. In response to the selection operation, a selection area is defined on the graphical user interface, and the game elements to be marked located within the selection area are determined from the game elements.
[0068] In this embodiment of the application, the step "determining a selection area on the graphical user interface" includes:
[0069] a1: In response to a box selection operation in the graphical user interface, determine the starting point of the box selection operation.
[0070] In this embodiment of the application, when a player wants to mark something, they need to make a selection operation in the graphical user interface. When the player makes the selection operation, there is a starting point for the selection operation in the graphical user interface. The starting point for the selection operation can be determined based on the player's selection operation.
[0071] In one possible implementation, when a player performs a selection operation, they may click at the beginning, and the starting point of the selection operation can be determined based on the position of the player's click.
[0072] a2: In response to the player's drag operation on the starting point of the selection operation, determine the selection area based on the drag direction and drag distance of the drag operation.
[0073] In this embodiment of the application, after determining the starting point of the selection operation according to step a1, the selection area can be determined on the graphical user interface according to the drag direction and drag distance of the player's drag operation after the starting point of the selection operation.
[0074] In one possible implementation, the shape of the selection area can be designed and selected. It can be a UI design that conforms to different game scenarios in the game settings, or the selection area can be designed in the graphical user interface. In the selection area, multiple shapes of the selection area can be displayed for the player to choose from. The shape of the selection area is determined based on the player's selection operation in the selection area, and the selection area is displayed in the graphical user interface based on the player's drag operation. Alternatively, the border of the selection area can be made transparent, and the selection area is only determined in the background without being specifically displayed in the graphical user interface.
[0075] In this embodiment of the application, after determining the starting point of the selection operation, the specific location of the selection area can be determined according to the drag direction of the drag operation, and the size of the selection area can be determined according to the drag distance of the drag operation.
[0076] In one possible implementation, the size of the selection area corresponding to different drag distances can be preset, and the distance that the selected drag operation can move can be divided into multiple distance intervals, with each distance interval corresponding to the size of a selection area.
[0077] The division of distance intervals and the size of the selection area corresponding to each distance interval are preset during the game settings. This can be determined by dividing the selection area into equal intervals based on the distance that can be moved by dragging, or by determining the player's selection needs based on historical operation information and appropriately increasing the distance interval corresponding to the frequently selected areas.
[0078] In this embodiment of the application, during the game process, players need to mark game elements in the game scene to remind other game characters in the same faction as the player-controlled game character to pay attention to the situation in the game scene.
[0079] In this embodiment, players mark game elements in the game scene by selecting them with a box. The game elements marked in this application meet certain marking conditions. Specifically, the game elements that meet the marking conditions have an overlapping area with other game elements in the game scene that is greater than a first preset area threshold (the game elements are stacked on top of each other), or the game elements are in a moving state. These game elements are game elements that cannot be accurately marked by the current single-click marking method.
[0080] In one possible implementation, all elements included in the game scene can be referred to as game elements. Game elements include, but are not limited to: buildings in the game scene, scenery such as flowers, trees and plants in the game scene, game characters that move in the game scene, and game props that game characters can pick up to complete game tasks.
[0081] In this embodiment, the purpose of the marking is to remind other game characters in the same faction as the player-controlled game character to pay attention to the situation in the game scene. Therefore, the game elements that need to be reminded can be determined to meet the marking conditions, including: the game element satisfies a specific game element type and has at least one of the following relationships under the corresponding game element type:
[0082] The game character controlled by the player has a combat relationship with the player, moves at a speed greater than a preset speed threshold, and can complete game tasks by utilizing the game elements.
[0083] Specifically, the specific game element types include game character types and game item types. The game character type must be a game character type that has a combat relationship with the player-controlled game character and whose movement speed is greater than a preset speed threshold. The game item type can be game items that are randomly scattered in the game scene. The game character controlled by the player can use the game elements to complete game tasks.
[0084] The above content identifies game elements in the game scene that meet the marking conditions and can be marked by the player. After identifying the game elements that can be marked, the player can use a selection gesture in the game scene to determine the game elements to be marked within the selected area. Specifically, the following steps are used to determine the game elements to be marked within the selected area:
[0085] b1: Detect the overlapping area between each game element and the selected area.
[0086] In this embodiment, after the player defines a selection area in the graphical user interface through a selection operation, the overlapping area between each game element and the selection area can be determined. Here, the overlapping area can be considered as the portion of the selection area where each game element is located.
[0087] In one possible implementation, before determining the overlapping area between each game element and the selected area, the game elements in the game scene can be filtered out first, removing game elements that are too far away from the selected area, and then the overlapping area between the game elements and the selected area can be calculated. This can reduce the amount of data processing and thus improve the efficiency of the selection mark.
[0088] Specifically, a filtering distance can be set to filter out game elements whose distance from the selected area is greater than the filtering distance, and only determine the overlapping area between the selected area and the selected area for game elements within the filtering distance.
[0089] b2: Game elements whose area of the selected overlapping region is greater than the second preset region area threshold are identified as candidate game elements located within the selected region, and game elements to be marked are selected from the candidate elements.
[0090] In this embodiment, game elements whose area with the selected area is greater than a second preset area threshold can be identified as candidate game elements located within the selected area. Alternatively, the proportion of the overlapping area between the game element and the selected area to the total area of the game element can be determined. If the proportion is greater than a preset proportion threshold, the game element can be considered to be located within the selected area and selected by the selection operation.
[0091] In this embodiment, after determining whether a game element is located within a selected area and identifying candidate game elements within that area, since not all candidate game elements within the selected area are necessarily game elements that need to be marked, the game elements should be further filtered according to different filtering conditions to determine the game elements that need to be marked. The selected game elements will vary depending on the specific game element type. The specific filtering method is as follows:
[0092] (i) The specific game element type is the game character type; the game element to be marked is a game character whose movement speed is greater than a preset speed threshold and has a combat relationship with the game character controlled by the player.
[0093] In this embodiment of the application, when the specific game element type is the game character type, that is, the game character in the game scene that needs to be marked is the game character whose movement speed is greater than a preset speed threshold and who has a combat relationship with the game character controlled by the player.
[0094] Here, there is no need for too many filtering conditions for labeling game characters. According to the purpose of labeling game elements in this application embodiment (to remind other game characters in the same faction as the game character controlled by the player), when filtering game elements to be labeled, game elements that have a combat relationship with the game character controlled by the player and whose movement speed is greater than a preset speed threshold and are difficult to control should be identified as game elements to be labeled.
[0095] (ii) The specific game element type is the game item type, and the game element to be marked is the game item that the player-controlled game character can use to complete the game task and meet the item selection conditions set by the player in advance.
[0096] In this embodiment of the application, when the game element type is a game item, the game character controlled by the player can complete the game task through the game item. Therefore, the player needs to mark the game items in the game scene and indicate the location of the game items in the game scene for the game character who is in the same faction as the player's game character, so that the game character who is in the same faction as the player's game character can pick up the game item and complete the game task.
[0097] Game items typically drop randomly at different times during the game. Multiple game items usually drop at the same time, which can lead to item stacking. Therefore, players can set item filtering criteria in the game settings to select the game items they want to mark.
[0098] In one possible implementation, for game items for which players set filter conditions, the game items that the player needs to mark can be directly selected from the game item pile when marking, based on the player's set filter conditions, and only the selected game items are marked; however, if the player does not set any filter conditions when setting the game settings, then after the player performs the selection operation, all game items located within the selection area corresponding to the selection operation need to be marked.
[0099] S102. Generate marking information for the game element to be marked based on its position information in the game scene. In this embodiment, marking information corresponding to the game element to be marked is determined based on the position information of the game element to be marked in the game scene determined in step S101.
[0100] In one possible implementation, since the specific game type described by the game element to be marked is different, the marking information for marking the game element to be marked is also different. Therefore, when determining the marking information of the game element to be marked, it is also necessary to consider the specific game element type that the game element to be marked satisfies.
[0101] Specifically, the step "generating tagging information for the game element to be tagged based on its position information in the game scene" includes:
[0102] c1: Generate tagging information for the game element to be tagged based on the specific game element type it meets and the position information of the game element to be tagged in the game scene.
[0103] In this embodiment, the generated tagging information differs depending on the game element type of the game element to be tagged. Furthermore, for game elements of the same type, different tagging information will be generated depending on the position of the game element in the game scene. These will be explained below:
[0104] (i) The specific game element type is a game character type. The step "generating tagging information for the game element to be tagged based on its position information in the game scene" includes:
[0105] d1: When the game element to be marked satisfies the specific game element type as a game character type, determine the initial position of the game element to be marked in the selected area.
[0106] d2: Control the selected area to shrink back to the initial position at a preset speed.
[0107] d3: When the shrinkage of the selected area meets the predetermined conditions, generate marking information for the game element to be marked at the initial position.
[0108] The initial position is the initial position of the game element to be marked when it is selected by the selection area.
[0109] In this embodiment of the application, when the game element type to be marked is a game character type, the game element to be marked is in the process of moving.
[0110] When determining the marking information corresponding to the game element to be marked, it is necessary to determine the initial position of the game element to be marked in the game scene when the player selects the game element to be marked in the box area determined by the player's box selection operation after the player starts the box selection operation.
[0111] In one possible implementation, after determining the initial position of the game element to be marked, the control controls the selection area determined by the selection operation to begin shrinking towards the initial position.
[0112] Specifically, the preset speed at which the selected area shrinks can be proportional to the movement speed of the game character, or a certain ratio to the movement speed of the game character.
[0113] In one possible implementation, the reduction of the selected area satisfies at least one of the following predetermined conditions:
[0114] The distance between the current position and the initial position of the game character is greater than a preset distance threshold, and the area of the selected region is less than a preset area threshold.
[0115] Specifically, during the movement of the game character, the marked information (selected area) of the game character will be shrunk in order not to obscure other elements in the game scene; the shrinking stops when the current position of the game character is far enough away or when the area of the selected area is large enough.
[0116] In one possible implementation, the size of the selected area can be determined based on the movement path and distance of the game character.
[0117] Specifically, the movement distance range of the moving character can be determined based on the movement path and distance of the game element to be marked when it is selected.
[0118] The movement distance range of the game element to be marked mainly indicates the distance between the current position of the game element and the position of the game element when it was marked.
[0119] After determining the movement distance range of the game element to be marked, the corresponding marking information is determined based on the movement distance range of the game element after it is selected. Furthermore, the larger the movement distance range, the smaller the marking information.
[0120] In one possible implementation, the marking information can be the border shape of the selected area formed when the player performs a box selection operation. The size of the border is different for different movement distance ranges. In this embodiment, a marking distance threshold needs to be set. When the movement distance of the game element to be marked is greater than the marking distance threshold, the box of the box selection operation will no longer follow the movement of the game element to be marked, and will be displayed at the position where the game element to be marked was initially marked with a preset size.
[0121] In one possible implementation, the mapping relationship between the size of the marker information and the range of movement distance can be set by: pre-setting different directions corresponding to different movement distances, dividing the marker distance threshold into multiple distance intervals, with each distance interval corresponding to the size of a marker information. The specific mapping relationship can be set according to the display requirements of different games, and no specific restrictions are imposed here.
[0122] (ii) The specific game element type is a game item type. The step "Generate marking information for the game element to be marked based on its position information in the game scene" includes:
[0123] e1: When the game element to be marked satisfies the specific game element type of game item type, the marking information is determined based on the distance between the game element to be marked and the game character controlled by the player.
[0124] In this embodiment, the marking information corresponding to the game element to be marked needs to be determined based on the distance between the game element to be marked and the game character controlled by the player. The marking information for the game element to be marked is different at different distances. Specifically, the marking of game elements of the game item type can be divided into two methods: marking the specific item name and marking the item's tier. The specific marking information is determined as follows:
[0125] f1: When the distance between the game element to be marked and the game character controlled by the player is less than a preset distance threshold, the marking information is determined according to the item attribute information of the game element to be marked.
[0126] In this embodiment of the application, when the distance between the game element to be marked and the game character controlled by the player is less than a preset distance threshold, the player can intuitively see the specific type and name of the game element to be marked. At this time, the marking information for marking the game element to be marked can accurately indicate the name and other attribute information of the game element to be marked.
[0127] f2: When the distance between the game element to be marked and the game character controlled by the player is greater than a preset distance threshold, the marking information is determined according to the item tier information of the game element to be marked.
[0128] In this embodiment of the application, when the distance between the game element to be marked and the game character controlled by the player is greater than a preset distance threshold, the player can only know that there is an item at the corresponding location, but cannot clearly know what the specific item is without the aid of tools. In this case, for the sake of fairness in the game, the marking information for marking the game element to be marked only needs to display the item tier information of the game element to be marked.
[0129] S103. Display the marking information of the game element to be marked on the graphical user interface.
[0130] In this embodiment of the application, after determining the marking information of the game element to be marked through step S102, the marking information of the corresponding game element to be marked needs to be displayed at the corresponding position in the graphical user interface.
[0131] Specifically, the way the tagging information is displayed differs for game elements of different types, as explained below:
[0132] (i) The specific game element type is a game character type, and the step "displaying the marking information of the game element to be marked on the graphical user interface" includes:
[0133] g1: Determine the selection position of the game element to be marked when it is selected.
[0134] In this embodiment of the application, the selection position of the element to be marked when it is selected is determined, and the mark will be displayed at the selection position.
[0135] g2: Display the marker information corresponding to the selected position.
[0136] In this embodiment of the application, marking information is displayed at the selected position. The marking information is determined based on the movement distance range of the game element to be marked. The larger the movement distance range of the game element to be marked, the smaller the marking information.
[0137] In one possible implementation, the marking content of the marking information includes at least one of the following: identification information of the game element to be marked, and a marking graphic corresponding to the game element to be marked (such as a selection box graphic for a selection operation).
[0138] It is worth noting that when a player selects game elements of the same type as a game character in the game scene, there may be more than one game character that meets the marking criteria within the selected area. In this case, it is necessary to mark each game character and display the marking information. The marking information is displayed at the position of each game character when it is selected by the selection operation.
[0139] (ii) The specific game element type is a game item type. In this embodiment, the display method of the marking information varies depending on the number of game items to be marked. Specifically, the step "displaying the marking information of the game element to be marked on the graphical user interface" includes:
[0140] h1: When the number of game elements to be marked is one, the marking information is displayed at the preset position of the game element to be marked.
[0141] In this embodiment of the application, when there is only one game element to be marked, the marking information is displayed at a preset position of the game element to be marked. This preset position is specified when the game is set up, for example, it may be directly above the game element to be marked.
[0142] h2: When there are multiple game elements to be marked, the marking information corresponding to each game element is arranged into a marking information list, and the marking information list is displayed at the preset position.
[0143] In this embodiment of the application, when there are multiple game elements to be marked, the marking information corresponding to each game element to be marked is arranged into a marking information list according to a preset arrangement, and the marking information list is displayed at a preset position of the game element to be marked.
[0144] In one possible implementation, when there are multiple game elements to be marked, the game elements to be marked can be arranged in descending order of rank to generate a list of marked information for display.
[0145] In one possible implementation, the marking information of each game element to be marked can also be displayed at a preset position. However, for the sake of the neatness of the game scene display, it is preferred to use a marking information list to display the marking information of multiple game elements to be marked.
[0146] The specific display method of the marker information is as described in steps f1-f2, and will not be repeated here.
[0147] The following will illustrate the display process of the marking information in the embodiments of this application through specific examples. The display of the game elements to be marked is divided into marking the game character type and marking the game item color type, which will be described separately:
[0148] (I) When the specific game element type is a game character type, the process of marking and displaying the game element to be marked is explained in detail, specifically based on the number of game characters in the game scene that need to be marked:
[0149] Please see Figure 2 , Figure 2 This is one of the scenario illustrations of the graphical user interface provided in the embodiments of this application, such as... Figure 2As shown, in the graphical user interface 200, an enemy game character 210, which is on a different side from the target game character controlled by the player, moves at a certain speed. During the movement of the enemy game character 210, the player draws a first rectangle 220 in the graphical user interface 200 through a selection operation. The enemy game character 210 is exactly in the first rectangle 220. As the enemy game character 210 continues to move, the first rectangle 220 gradually shrinks until it shrinks to its smallest size and is then displayed at the position where the enemy game character 210 was selected.
[0150] (II) When the specific game element type is a game item type, the process of marking and displaying the game element to be marked is as follows: Specifically, the game item type of the element to be marked is divided into two cases: the distance between the element and the player-controlled game character is less than a preset distance threshold and the distance between the element and the player-controlled game character is greater than a preset distance threshold. These will be explained separately:
[0151] Please see Figure 3 , Figure 3 This is a second scenario illustration of the graphical user interface provided in the embodiments of this application, such as... Figure 3 As shown, in the graphical user interface 200, a pile of items randomly falls during the game to form a first item pile 230. The distance between this first item pile 230 and the target game character 240 controlled by the player is less than a preset distance threshold. At this time, according to the filtering settings made by the player in advance, it is known that only "Item A" needs to be marked. Therefore, after the player draws a second rectangle 250 to surround the first item pile 230, the item attribute marking information 260 will only be displayed at the preset position of "Item A".
[0152] Please see Figure 4 , Figure 4 This is a third scenario illustration of the graphical user interface provided in the embodiments of this application, as shown below. Figure 4 As shown, in the graphical user interface 200, there is a second item pile 270 at a distance greater than a preset distance threshold from the target game character 240 controlled by the player. At this time, according to the filtering settings made by the player in advance, it is known that items of "grade X and grade Y" need to be marked. Therefore, after the player draws a third rectangle 280 to surround the second item pile 270, a marking information list 290 will be generated, and the marking information list 290 will be displayed at the preset position.
[0153] The method for displaying game marker information provided in this application embodiment responds to the player's selection operation by defining a selection area on the graphical user interface and identifying the game elements to be marked within the selection area. Based on the position information of the game elements to be marked in the game scene, the marking information for the game elements to be marked is determined, and the corresponding marking information is displayed on the graphical user interface. In this application embodiment, by using the selection method, game elements whose overlapping area with other game elements in the game scene is greater than a first preset area threshold or are in a moving state are accurately selected to determine the game elements to be marked. Furthermore, based on the position information of the game elements to be marked in the game scene, the marking information in the game scene is accurately determined, and the marking information is displayed on the graphical user interface, which helps to improve the accuracy of marking and the efficiency of human-computer interaction.
[0154] Based on the same inventive concept, this application also provides a device for displaying game marker information corresponding to the method for displaying game marker information. Since the principle of the device in this application is similar to the method for displaying game marker information described above, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0155] Please see Figure 5 , Figure 5 This is a schematic diagram of the structure of a display device for game marker information provided in an embodiment of this application. Figure 5 As shown, the display device 500 includes:
[0156] The marking element determination module 510 is used to determine a selection area on the graphical user interface in response to a selection operation, and to determine the game elements to be marked located within the selection area from the game elements.
[0157] The tagging information generation module 520 is used to generate tagging information for the game element to be tagged based on the position information of the game element to be tagged in the game scene;
[0158] The tag information display module 530 is used to display the tag information of the game element to be tagged on the graphical user interface.
[0159] In one possible implementation, the game element satisfying the marking condition includes: the game element satisfying a specific game element type and having at least one of the following relationships under the corresponding game element type:
[0160] The game character controlled by the player has a combat relationship with the player, moves at a speed greater than a preset speed threshold, and can complete game tasks by utilizing the game elements.
[0161] In one possible implementation, the specific game element type includes game character type and game item type;
[0162] The specific game element type is the game character type, and the game element to be marked is a game character whose movement speed is greater than a preset speed threshold and has a combat relationship with the game character controlled by the player.
[0163] The specific game element type is the game item type, and the game element to be marked is a game item that the player-controlled game character can use to complete game tasks and meet the item selection conditions set by the player in advance.
[0164] In one possible implementation, when the tagging information generation module 520 generates tagging information for the game element to be tagged based on the position information of the game element to be tagged in the game scene, the tagging information generation module 520 is used to:
[0165] Based on the specific game element type that the game element to be marked meets and the position information of the game element to be marked in the game scene, mark information is generated for the game element to be marked.
[0166] In one possible implementation, when the tagging information generation module 520 generates tagging information for the game element to be tagged based on the specific game element type satisfied by the game element to be tagged and the position information of the game element to be tagged in the game scene, the tagging information generation module 520 is used to:
[0167] When the game element to be marked satisfies the specific game element type of game character type, the initial position of the game element to be marked by the selection area is determined, wherein the initial position is the initial position of the game element to be marked when it is selected by the selection area;
[0168] The selected area is controlled to shrink back to the initial position at a preset speed;
[0169] When the shrinkage of the selected area meets the predetermined conditions, marking information for the game element to be marked is generated at the initial position.
[0170] In one possible implementation, when the tagging information generation module 520 generates tagging information for the game element to be tagged based on the specific game element type satisfied by the game element to be tagged and the position information of the game element to be tagged in the game scene, the tagging information generation module 520 is used to:
[0171] When the game element to be marked satisfies the specific game element type of game item, the marking information is determined based on the distance between the game element to be marked and the game character controlled by the player.
[0172] In one possible implementation, the tag information generation module 520 is used to determine the tag information through the following steps:
[0173] When the distance between the game element to be marked and the game character controlled by the player is less than a preset distance threshold, the marking information is determined based on the item attribute information of the game element to be marked;
[0174] When the distance between the game element to be marked and the game character controlled by the player is greater than a preset distance threshold, the marking information is determined based on the item tier information of the game element to be marked.
[0175] In one possible implementation, when the marker element determination module 510 determines a selection area on the graphical user interface in response to a selection operation, the marker element determination module 510 is configured to:
[0176] In response to a box selection operation in the graphical user interface, the starting point of the box selection operation is determined;
[0177] In response to a player's drag operation targeting the starting point of the selection operation, the selection area is determined based on the drag direction and drag distance.
[0178] In one possible implementation, the marker element determination module 510 is used to determine the game elements to be marked located within the selected area through the following steps:
[0179] Detect the overlapping areas between each game element and the selected area;
[0180] Game elements whose area of the selected overlapping region is greater than the second preset region area threshold are identified as candidate game elements located within the selected region, and game elements to be marked are selected from the candidate elements.
[0181] In one possible implementation, the specific game element type is a game character type, and when the marking information display module 530 is used to display the marking information of the game element to be marked on the graphical user interface, the marking information display module 530 is used to:
[0182] Determine the selection position of the game element to be marked when it is selected;
[0183] The marker information is displayed corresponding to the selected position;
[0184] The tagging content of the tagging information includes at least one of the following:
[0185] The identification information of the game element to be marked and the marking graphic corresponding to the game element to be marked.
[0186] In one possible implementation, the specific game element type is a game item type, and when the marking information display module 530 is used to display the marking information of the game element to be marked on the graphical user interface, the marking information display module 530 is used to:
[0187] When the number of game elements to be marked is one, the marking information is displayed at a preset position of the game element to be marked;
[0188] When there are multiple game elements to be marked, the marking information corresponding to each game element to be marked is arranged into a marking information list, and the marking information list is displayed at the preset position.
[0189] The game marking information display device provided in this application embodiment responds to the player's selection operation by defining a selection area on the graphical user interface and identifying the game elements to be marked within the selection area. Based on the position information of the game elements to be marked in the game scene, marking information for the game elements to be marked is determined, and the corresponding marking information is displayed in the graphical user interface. In this application embodiment, by using the selection method, game elements whose overlapping area with other game elements in the game scene is greater than a first preset area threshold or are in a moving state are accurately selected to determine the game elements to be marked. Furthermore, based on the position information of the game elements to be marked in the game scene, the marking information in the game scene is accurately determined, and the marking information is displayed in the graphical user interface, which helps to improve the accuracy of marking and the efficiency of human-computer interaction.
[0190] Please see Figure 6 , Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 6 As shown, the electronic device 600 includes a processor 610, a memory 620, and a bus 630.
[0191] The memory 620 stores machine-readable instructions executable by the processor 610. When the electronic device 600 is running, the processor 610 and the memory 620 communicate via the bus 630. When the machine-readable instructions are executed by the processor 610, they can perform the operations described above. Figure 1 The steps of the method for displaying game marker information in the method embodiment shown are described in detail in the method embodiment, and will not be repeated here.
[0192] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, can perform the above-described actions. Figure 1 The steps of the method for displaying game marker information in the method embodiment shown are described in detail in the method embodiment, and will not be repeated here.
[0193] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0194] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0195] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0196] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0197] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0198] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application 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 application. 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 application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for displaying marker information in a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including game elements that meet marking conditions, the area of the overlapping region between the game element that meets the marking conditions and other game elements in the game scene is greater than a first preset area threshold, or the game element is in a moving state, the display method including: In response to the selection operation, a selection area is defined on the graphical user interface, and game elements to be marked within the selection area are identified from the game elements. Based on the specific game element type and the position information of the game element to be marked in the game scene, marking information is generated for the game element to be marked; wherein, the marking information of the game element to be marked is the information of the initial position of the game element to be marked, or, the marking information of the game element to be marked is the marking information determined according to the distance between the game element to be marked and the game character controlled by the player; the specific game element type is a game character type or a game item type; The tagging information of the game element to be tagged is displayed on the graphical user interface.
2. The display method according to claim 1, characterized in that, The game element satisfies the marking conditions as follows: the game element satisfies a specific game element type and has at least one of the following relationships under the corresponding game element type: The game character controlled by the player has a combat relationship with the player, moves at a speed greater than a preset speed threshold, and can complete game tasks by utilizing the game elements.
3. The display method according to claim 2, characterized in that, The specific game element types include game character types and game item types; The specific game element type is the game character type, and the game element to be marked is a game character whose movement speed is greater than a preset speed threshold and has a combat relationship with the game character controlled by the player. The specific game element type is the game item type, and the game element to be marked is a game item that the player-controlled game character can use to complete game tasks and meet the item selection conditions set by the player in advance.
4. The display method according to claim 1, characterized in that, The step of generating tagging information for the game element to be tagged based on the specific game element type and the position information of the game element in the game scene includes: When the game element to be marked satisfies the specific game element type of game character type, the initial position of the game element to be marked by the selection area is determined, wherein the initial position is the initial position of the game element to be marked when it is selected by the selection area; The selected area is controlled to shrink back to the initial position at a preset speed; When the shrinkage of the selected area meets the predetermined conditions, marking information for the game element to be marked is generated at the initial position.
5. The display method according to claim 1, characterized in that, The step of generating tagging information for the game element to be tagged based on the specific game element type and the position information of the game element in the game scene includes: When the game element to be marked satisfies the specific game element type of game item, the marking information is determined based on the distance between the game element to be marked and the game character controlled by the player.
6. The display method according to claim 5, characterized in that, The marking information is determined through the following steps: When the distance between the game element to be marked and the game character controlled by the player is less than a preset distance threshold, the marking information is determined based on the item attribute information of the game element to be marked; When the distance between the game element to be marked and the game character controlled by the player is greater than a preset distance threshold, the marking information is determined based on the item tier information of the game element to be marked.
7. The display method according to claim 1, characterized in that, The step of defining a selection area on the graphical user interface in response to a selection operation includes: In response to a box selection operation in the graphical user interface, the starting point of the box selection operation is determined; In response to a player's drag operation targeting the starting point of the selection operation, the selection area is determined based on the drag direction and drag distance.
8. The display method according to claim 1, characterized in that, The following steps are used to identify the game elements to be marked within the selected area: Detect the overlapping areas between each game element and the selected area; Game elements whose area of the selected overlapping region is greater than the second preset region area threshold are identified as candidate game elements located within the selected region, and game elements to be marked are selected from the candidate elements.
9. The display method according to claim 1, characterized in that, The specific game element type is a game character type, and the display of the tagging information of the game element to be tagged on the graphical user interface includes: Determine the selection position of the game element to be marked when it is selected; The marker information is displayed corresponding to the selected position; The tagging content of the tagging information includes at least one of the following: The identification information of the game element to be marked and the marking graphic corresponding to the game element to be marked.
10. The display method according to claim 1, characterized in that, The specific game element type is a game item type, and the display of the marking information of the game element to be marked on the graphical user interface includes: When the number of game elements to be marked is one, the marking information is displayed at a preset position of the game element to be marked; When there are multiple game elements to be marked, the marking information corresponding to each game element to be marked is arranged into a marking information list, and the marking information list is displayed at the preset position.
11. A device for displaying marker information in a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including game elements that meet marking conditions, the area of the overlapping region between the game elements that meet the marking conditions and other game elements in the game scene is greater than a first preset area threshold, or the game elements are in a moving state, the display device comprising: The marker element determination module is used to determine a selection area on the graphical user interface in response to a selection operation, and to determine the game elements to be marked that are located within the selection area from the game elements; The tagging information generation module is used to generate tagging information for the game element to be tagged based on a specific game element type and the position information of the game element in the game scene; wherein, the tagging information of the game element to be tagged is information about its initial position, or the tagging information of the game element to be tagged is tagging information determined based on the distance between the game element to be tagged and the game character controlled by the player; the specific game element type is a game character type or a game item type; The tag information display module is used to display the tag information of the game element to be tagged on the graphical user interface.
12. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method for displaying marker information in a game as described in any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method for displaying marker information in a game as described in any one of claims 1 to 10.
Citation Information
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