Marking method, device and electronic equipment in a game

CN117018593BActive Publication Date: 2026-10-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310780070.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-06-28
Publication Date
2026-10-16
Estimated Expiration
2043-06-28

AI Technical Summary

Technical Problem

[0003]相关技术中,玩家通过滑动屏幕旋转相机镜头,以将屏幕中心的准心对准待标记对象,然后单击标点控件,即可在准心位置处形成一个标点,从而通过标点来标记待标记对象,但是该方式必须使准心对准待标记对象才可标记待标记对象,而准心的移动涉及到相机镜头和游戏视野的变化,所以当玩家角色躲在掩体后面时,准心不能对准掩体外的敌方角色,无法标记该敌方角色,只能走出掩体才能标记,但玩家角色走出掩体可能会被敌人发现,从而导致玩家角色受到攻击,影响玩家游戏体验

Benefits of technology

[0010] This invention provides a marking method, device, and electronic device for games. First, in response to a first trigger operation on a marking control, a region magnification window is displayed in a graphical user interface. The region magnification window displays a target scene image and a first crosshair marker. The target scene image is a magnified view of the target area within the scene image. Then, in response to a movement of the operation touchpoint following the first trigger operation, the target scene image in the region magnification window changes. The scene object pointed to by the first crosshair marker changes accordingly. Finally, in response to the end of the first trigger operation, the scene object pointed to by the first crosshair marker is marked. This method, by displaying a region magnification window in a graphical user interface through a first trigger operation on the marking control, and marking scene objects at any location in the game scene using the crosshair marker in the region magnification window, allows for marking scene objects obscured by virtual obstacles when the player character is dodging them, thus enhancing the player's gaming experience.

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Patent Text Reader

Abstract

The application provides a marking method, device and electronic equipment in a game, in response to a first trigger operation on a marking control, a region zoom window is displayed in a graphical user interface, a target scene picture and a first center mark are displayed in the region zoom window; in response to movement of an operation touch point of the first trigger operation, the target scene picture in the region zoom window is controlled to change, a scene object pointed to by the first center mark changes along with the change of the target scene picture; in response to an end of the first trigger operation, the scene object pointed to by the first center mark is marked. The method can display a region zoom window in a graphical user interface through a first trigger operation on a marking control, and mark a scene object at any position in a game scene through a center mark in the region zoom window, so that a scene object blocked by a virtual obstacle can be marked when a player character hides from the virtual obstacle, and the player's game experience is improved.
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Description

Technical Field

[0001] This invention relates to the field of game interaction design technology, and in particular to a marking method, device and electronic device in games. Background Technology

[0002] In the game, by accurately marking target locations, players can enable teammates to have a clearer understanding of resource locations, enemy character movements, and the flow of battle and game strategies, thereby improving teamwork, increasing the win rate, and enhancing the gaming experience.

[0003] In related technologies, players rotate the camera lens by sliding the screen to align the crosshair in the center of the screen with the object to be marked. Then, clicking the punctuation control creates a punctuation mark at the crosshair position, thus marking the object. However, this method requires the crosshair to be aligned with the object to be marked. The movement of the crosshair involves changes in the camera lens and the game's field of view. Therefore, when the player character is hiding behind cover, the crosshair cannot be aligned with an enemy character outside the cover, and the enemy character cannot be marked. The player character can only be marked by stepping out of the cover. However, stepping out of the cover may allow the player character to be discovered by the enemy, resulting in the player character being attacked and affecting the player's gaming experience. Summary of the Invention

[0004] The purpose of this invention is to provide a marking method, device, and electronic device for games, so as to mark scene objects at any location in the game scene while ensuring the safety of controlled virtual objects, thereby improving the player's gaming experience.

[0005] In a first aspect, the present invention provides a marking method in a game, which provides a graphical user interface through a terminal device, the graphical user interface displaying a scene screen of a portion of the game scene and a marking control; the method includes: in response to a first trigger operation on the marking control, displaying a region magnification window in the graphical user interface; wherein, the region magnification window displays: a target scene screen and a first crosshair marker; the target scene screen is a magnified view of the target area in the scene screen; in response to a movement of an operation touch point in response to the first trigger operation, controlling the target scene screen in the region magnification window to change; the scene object pointed to by the first crosshair marker changes with the change of the target scene screen; in response to the end of the first trigger operation, marking the scene object pointed to by the first crosshair marker.

[0006] Secondly, the present invention provides a marking device in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays a scene screen of a portion of the game scene and marking controls. The device includes: a magnified window display module, used to display a magnified area window in the graphical user interface in response to a first trigger operation on the marking controls; wherein the magnified area window displays: a target scene screen and a first crosshair marker; the target scene screen is a magnified view of the target area in the scene screen; a window display adjustment module, used to control the change of the target scene screen in the magnified area window in response to the movement of an operation touch point of the first trigger operation; the scene object pointed to by the first crosshair marker changes with the change of the target scene screen; and an object marking module, used to mark the scene object pointed to by the first crosshair marker in response to the end of the first trigger operation.

[0007] Thirdly, the present invention provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the marking method in the above-mentioned game.

[0008] Fourthly, the present invention provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the marking method in the aforementioned game.

[0009] The embodiments of the present invention bring the following beneficial effects:

[0010] This invention provides a marking method, device, and electronic device for games. First, in response to a first trigger operation on a marking control, a region magnification window is displayed in a graphical user interface. The region magnification window displays a target scene image and a first crosshair marker. The target scene image is a magnified view of the target area within the scene image. Then, in response to a movement of the operation touchpoint following the first trigger operation, the target scene image in the region magnification window changes. The scene object pointed to by the first crosshair marker changes accordingly. Finally, in response to the end of the first trigger operation, the scene object pointed to by the first crosshair marker is marked. This method, by displaying a region magnification window in a graphical user interface through a first trigger operation on the marking control, and marking scene objects at any location in the game scene using the crosshair marker in the region magnification window, allows for marking scene objects obscured by virtual obstacles when the player character is dodging them, thus enhancing the player's gaming experience.

[0011] In addition, this method can not only solve the problem of scene objects being occluded, but also the problem of inaccurate selection on the first swipe. For example, if two scene objects are close to each other, the method of aiming the screen crosshair and then marking may not be accurate and requires a restart. However, this application can accurately distinguish two scene objects that are close to each other by using a region magnification window, so the marking operation of this application is smoother and the marking is more accurate.

[0012] Other features and advantages of the invention will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0013] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0014] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in 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 the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0015] Figure 1 This is a schematic diagram of punctuation provided in a related art according to an embodiment of the present invention;

[0016] Figure 2 A flowchart of a marking method in a game provided by an embodiment of the present invention;

[0017] Figure 3 This is a schematic diagram of a region magnification window provided in an embodiment of the present invention;

[0018] Figure 4 This is a schematic diagram illustrating another area magnification window provided in an embodiment of the present invention;

[0019] Figure 5 A flowchart of another marking method in a game provided by an embodiment of the present invention;

[0020] Figure 6 This is a schematic diagram of the structure of a marking device in a game provided by an embodiment of the present invention;

[0021] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0023] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.

[0024] In the game, by accurately marking target locations, players can enable teammates to have a clearer understanding of resource locations, enemy character movements, and the flow of battle and game strategies, thereby improving teamwork, increasing the win rate, and enhancing the gaming experience.

[0025] In the punctuation function provided by related technologies, players need to rotate the camera lens by sliding the screen to align the crosshair in the center of the screen with the object to be marked, and then click the punctuation control to create a punctuation mark at the crosshair position. However, this method requires the crosshair to be aligned with the object to be marked, and the movement of the crosshair involves changes in the camera lens and the game's field of view. Therefore, when the player character is hiding behind cover, the crosshair cannot be aligned with an enemy character outside the cover, and the enemy character cannot be marked. Figure 1 The image shown is a schematic diagram of punctuation provided in related technologies. Figure 1 The virtual objects marked with the player's name are player characters, while those marked with the enemy's name are objects to be marked. Based on this, the technology provides two marking methods: one is blind marking, where the player marks a position relatively close to the object to be marked, but this position still differs significantly from the actual location of the object, making accurate marking impossible; the other method involves the player character stepping out of cover to accurately mark the object, but this may allow the player character to be detected by enemies, leading to attack and impacting the player's gaming experience.

[0026] To address the aforementioned issues, embodiments of the present invention provide a marking method, device, and electronic device for games. This technology can be applied to object marking scenarios in games, especially for marking enemy characters, virtual resources, etc.

[0027] In one embodiment of this disclosure, the marking method in the game can run on a local terminal device or a server. When the marking method in the game 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.

[0028] 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 object selection methods in the game 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0029] 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.

[0030] In one possible implementation, this invention provides a marking method in a game, which provides a graphical user interface (GUI) via a terminal device. The terminal device can be either a local terminal device as mentioned above, or a client device in a cloud interaction system as mentioned above. The GUI displays scene images of a portion of the game and marking controls; such as... Figure 2 As shown, the method includes the following specific steps:

[0031] Step S202: In response to the first trigger operation for the marker control, a region magnification window is displayed in the graphical user interface; wherein, the region magnification window displays: the target scene image and the first crosshair marker; the target scene image is a magnified view of the target area in the scene image displayed in the graphical user interface.

[0032] In practical implementation, the aforementioned marker control can be displayed at any location in the graphical user interface (GUI), with the specific location determined according to development requirements. The first trigger operation for the marker control can also be determined based on development needs; for example, it could be a long press, a swipe, or a drag operation. When a player performs the first trigger operation on the marker control via their terminal device, a magnified area window will be displayed within a specified area of ​​the GUI. This specified area can be any area within the GUI, a fixed area within the GUI, or an area near the target area, depending on development requirements.

[0033] The target scene displayed in the magnified window is associated with the first trigger operation. For example, the target scene could be a game scene area within a target range centered on the trigger stop position of the first trigger operation, or it could be a game scene area defined by the player through the first trigger operation. The target range can be determined based on development needs. For instance, the target area could be a game scene area within a circle with a radius specified by the trigger stop position of the first trigger operation; or it could be a game scene area within a square with a side length specified by the trigger stop position of the first trigger operation.

[0034] The aforementioned magnified area window also displays a first crosshair marker at a designated location. This designated location can be the center of the magnified area window or a fixed position within it, depending on development needs. Furthermore, the magnification of the target scene displayed in the magnified area window is greater than the magnification of the scene displayed outside the magnified area window in the graphical user interface. Therefore, the magnified area window effectively magnifies the scene within the target area, allowing players to accurately mark a scene object within the magnified area window using the first crosshair marker. The magnification factor corresponding to the magnified area window can be determined according to development needs; for example, it could be 2x or 10x.

[0035] In step S204, in response to the movement of the operation touch point in response to the first trigger operation, the target scene screen in the magnified window of the control area changes; the scene object pointed to by the first crosshair changes along with the change in the target scene screen.

[0036] The movement of the operation touchpoint in the first trigger operation can be understood as a movement of the operation touchpoint caused by a continuous sliding operation following the first trigger operation. After the area magnification window is displayed in the graphical user interface, if the operation touchpoint of the first trigger operation moves, the target scene displayed in the area magnification window will also change. For example, if the operation touchpoint moves to the right, the target area corresponding to the target scene will also move to the right side of the game scene. Simultaneously with the change in the target scene displayed in the area magnification window, the scene object pointed to by the first crosshair in the target scene will also change accordingly; that is, the scene object that the first crosshair is aligned with will also change. Specifically, the first crosshair is used to align with a specific scene object in the area magnification window to mark the aligned scene object. This scene object can be a virtual character (e.g., an enemy character or a teammate character), virtual building, virtual resources, or virtual vegetation in the game scene.

[0037] Step S206: In response to the end of the first triggering operation, mark the scene object pointed to by the first crosshair.

[0038] The termination of the first trigger operation can be determined based on development needs. For example, in mobile games, the termination of the first trigger operation can be the finger leaving the screen; in PC games, the termination of the first trigger operation can be the end of pressing a mouse button, etc. When the player terminates the first trigger operation, a preset marker point will be set on the scene object pointed to by the first crosshair icon displayed in the graphical user interface. This preset marker point marks the scene object, and teammates belonging to the same game faction as the player character can see the scene object marked by the preset marker point on their corresponding terminal devices. This alerts teammates to the presence of virtual resources or enemy characters, helping to improve the team's win rate and the player's gaming experience.

[0039] This invention provides a marking method in a game. First, in response to a first trigger operation on a marking control, a magnified area window is displayed in the graphical user interface. This magnified area window displays a target scene image and a first crosshair marker. Then, in response to a movement of the operation touchpoint of the first trigger operation, the target scene image in the magnified area window changes, and the scene object pointed to by the first crosshair marker changes accordingly. Finally, in response to the end of the first trigger operation, the scene object pointed to by the first crosshair marker is marked. This method, by displaying a magnified area window in the graphical user interface through a first trigger operation on the marking control, and marking scene objects at any location in the game scene using the crosshair marker in the magnified area window, can mark player characters (i.e., scene objects) obscured by virtual obstacles when the player character is dodging them, thus improving the player's gaming experience.

[0040] In addition, this method can not only solve the problem of scene objects being occluded, but also the problem of inaccurate selection on the first swipe. For example, if two scene objects are close to each other, the method of aiming the screen crosshair and then marking may not be accurate and requires a restart. However, this application can accurately distinguish two scene objects that are close to each other by using a region magnification window, so the marking operation of this application is smoother and the marking is more accurate.

[0041] The following embodiments focus on describing the specific implementation of the first triggering operation, and the target area determined under this specific implementation.

[0042] Specifically, the first triggering operation includes a first swipe operation starting from the marker control; the target scene screen includes the game scene screen within the target range centered on the stopping position of the first swipe operation. The stopping position of the first swipe operation is also the position of the scene object the player wants to mark in the game scene; that is, the first triggering operation is a swipe operation starting from the marker control and ending at the position of the scene object to be marked. The target range can be determined according to development needs.

[0043] When a player presses the marker control on their terminal device and drags it to the location of the scene object to be marked, a magnified area window will be displayed in a designated area of ​​the graphical user interface. This magnified area window displays the game scene within the target area centered on the location of the scene object to be marked. For example... Figure 3 The image shown is a schematic diagram of a region magnification window provided in an embodiment of the present invention. Figure 3 The circle containing a triangle in the upper right corner is a marker control; the enemy is also a scene object with a virtual marker. Figure 3 The circular area magnification window contains enlarged images of enemy characters, and the circle containing a crosshair in this area magnification window is the first crosshair marker. Figure 3 The dotted arrows in the graphical user interface indicate the direction of finger movement. When the player triggers the marking control and slides their finger to the left towards the target area, the corresponding scene will be displayed in a magnified area window. However, the finger may stop some distance from the scene object to be marked, or the finger may not have accurately slid to the target scene object on the first attempt. In this case, the first crosshair in the magnified area window is not aligned with the scene object. Therefore, the player needs to continue sliding their finger in the graphical user interface to adjust the target scene displayed in the magnified area window so that the first crosshair is aligned with the scene object. Figure 4 This is a schematic diagram illustrating another area magnification window provided in an embodiment of the present invention. Figure 4 Is Figure 3Continuing to slide your finger to the left, you adjust the target scene displayed in the graphical user interface while aligning the first crosshair with the scene object to be marked. Therefore, if the scene area selected during the initial slide is inaccurate, continuing to slide the screen adjusts the first crosshair to align with the scene object, thus accurately marking the scene object to be marked.

[0044] In an optional embodiment, after displaying a magnified area window in the graphical user interface in response to a first trigger operation targeting the marker control, the magnified area window can also be canceled in the graphical user interface in response to a second sliding operation that follows the first sliding operation and ends at the location of the marker control. That is, based on the first sliding operation, the slider continues to move towards the location of the marker control, and when the slider stops at the marker control's location, the punctuation is canceled, i.e., the magnified area window is canceled in the graphical user interface, thus preventing the scene object from being marked using the first crosshair. This method allows for quick cancellation of punctuation.

[0045] In one specific embodiment, in response to a first trigger operation on the marker control, not only can a magnified area window be displayed in the graphical user interface (GUI), but the scene displayed in the GUI can also be locked; in response to the end of the first trigger operation, the locking of the scene displayed in the GUI is released. This can also be understood as locking the virtual camera view when the player performs the first trigger operation on the marker control, thereby limiting changes to the scene displayed in the GUI. This method mutually excludes operations that change the scene in the magnified area window from scene camera rotation, thus facilitating the player to adjust the scene object pointed to by the first crosshair marker in the magnified area window.

[0046] This invention also provides another marking method in a game, which is implemented based on the above embodiments. This method focuses on describing the specific process of marking the object to be marked by a first trigger operation on the marking control when a virtual obstacle exists between the controlled virtual object and the object to be marked, i.e., when the player cannot mark the object behind the virtual obstacle. Figure 5 As shown, the method includes the following specific steps:

[0047] In step S502, in response to the view adjustment operation, the scene screen displayed in the graphical user interface is adjusted so that the scene screen displayed in the graphical user interface contains scene objects.

[0048] In practical implementation, players can control a controlled virtual object to move freely within the game scene via a terminal device. The direction and speed of the controlled virtual object's movement are determined by the player's actions on the terminal device. In practical applications, this invention can also be applied to third-person games, meaning the scene displayed in the graphical user interface always includes the controlled virtual object. This can be understood as the scene displayed in the graphical user interface being a view of the game scene taken by a virtual camera from a position behind the controlled virtual object, with the camera position and angle changing as the controlled virtual object moves.

[0049] When a controlled virtual object moves behind a virtual obstacle, the obstacle can conceal the object, allowing it to avoid attacks from scene objects in front of it. At this point, a virtual obstacle exists between the controlled virtual object and the scene objects, and this obstacle will be displayed in the graphical user interface (GUI). Because of the obstacle, the player may not be able to see the scene objects in front of it. The player can adjust their view by swiping the screen, thus adjusting the scene displayed in the GUI to include the scene object that needs to be marked. In practice, this virtual obstacle can be a tree, building, mountain, or flowerbed—any object in the game scene that can provide cover.

[0050] Step S504: In response to the first trigger operation for the marker control, a region magnification window is displayed in the graphical user interface; the region magnification window displays the target scene and the first crosshair mark.

[0051] In practice, players typically only execute the first trigger operation on the marking control when they cannot align the second crosshair marker (located in the center of the graphical user interface) with the object to be marked. Otherwise, they can mark the object by executing a second trigger operation on the marking control (this method is explained in detail in steps 10-11 below). Specifically, the first trigger operation executed by the player includes: the player presses and holds the marking control and drags it to the location of the object to be marked in the graphical user interface, thereby displaying the scene screen of the game scene within a specified range of the location of the object to be marked in the magnified area window. Typically, when the controlled virtual object is hidden behind a virtual obstacle, the player cannot mark scene objects located in front of the virtual obstacle.

[0052] In step S506, in response to the movement of the operation touch point in response to the first trigger operation, the target scene screen in the magnified window of the control area changes; the scene object pointed to by the first crosshair changes along with the change in the target scene screen.

[0053] In step S508, in response to the end of the first trigger operation, the scene object pointed to by the first crosshair is marked, and the display area magnification window is canceled in the graphical user interface.

[0054] In an alternative embodiment, the player can also implement punctuation through the following steps 10-11:

[0055] Step 10: In response to the third sliding operation on the scene screen displayed in the graphical user interface, the scene screen is controlled to change, wherein the scene object pointed to by the second crosshair marker located in the center of the graphical user interface changes with the scene screen.

[0056] Step 11: In response to the second trigger operation for the marker control, mark the scene object pointed to by the second crosshair.

[0057] In practical applications, players can adjust the scene object pointed to by the second crosshair by swiping the screen. When the player performs a second trigger operation on the marking control, the scene object currently pointed to by the second crosshair will be marked. The aforementioned second trigger operation can be a click operation on the marking control or other operations set according to development needs, and is not specifically limited here. That is, this invention, while retaining the method of marking the position by performing a first trigger operation on the marking control, adds a method of displaying an additional magnified area window in the graphical user interface by performing a second trigger operation on the marking control, determining the marking position based on the first crosshair in the magnified area window, and releasing the finger to complete the precise position marking.

[0058] The marking method described above allows for precise marking of enemy positions without revealing the player's body, while ensuring the controlled virtual object is hidden behind virtual obstacles and maintaining its own safety. This improves the accuracy of positional information transmission, thereby increasing the game's win rate and combat experience.

[0059] Corresponding to the above method embodiments, this invention also provides a marking device in a game, which provides a graphical user interface through a terminal device. This graphical user interface displays scene images of a portion of the game scene and marking controls; for example... Figure 6 As shown, the device includes:

[0060] The zoomed-in window display module 60 is used to respond to the first trigger operation of the marker control and display a zoomed-in area window in the graphical user interface; wherein, the zoomed-in area window displays: the target scene image and the first crosshair mark; the target scene image is a zoomed-in view of the target area in the scene image.

[0061] The window display adjustment module 61 is used to respond to the movement of the operation touch point in response to the first trigger operation, and control the change of the target scene screen in the magnified window of the control area; the scene object pointed to by the first crosshair mark changes with the change of the target scene screen.

[0062] The object marking module 62 is used to mark the scene object pointed to by the first crosshair in response to the end of the first triggering operation.

[0063] The marking device in the game can display a magnified area window in the graphical user interface by triggering the marking control. The crosshair in the magnified area window can mark scene objects at any position in the game scene. This allows the game to mark scene objects that are obscured by virtual obstacles when the player character is dodging them, thus improving the player's gaming experience.

[0064] Specifically, the first trigger operation mentioned above includes a first sliding operation starting from the marker control; the target scene screen includes the scene screen of the game scene within the target range centered on the stopping position of the first sliding operation.

[0065] In a specific implementation, the above-mentioned device further includes a cancellation module, which is used to: after displaying an enlarged area window in the graphical user interface in response to a first trigger operation for the marker control, cancel the display of the enlarged area window in the graphical user interface in response to a second sliding operation that is continuous with the first sliding operation and whose sliding endpoint is the location of the marker control.

[0066] Furthermore, the above-mentioned device also includes a screen locking module, used to: lock the scene screen displayed in the graphical user interface in response to a first trigger operation on the marker control; and unlock the scene screen displayed in the graphical user interface in response to the end of the first trigger operation.

[0067] In a specific implementation, the graphical user interface also displays a controlled virtual object controlled by a terminal device; the device further includes an object movement module, used to: adjust the scene screen displayed in the graphical user interface in response to a field of view adjustment operation before displaying an enlarged window in the graphical user interface in response to a first trigger operation for the marker control, so that the scene screen displayed in the graphical user interface includes the scene object.

[0068] Furthermore, the above-mentioned device also includes a first marking module, used to: control the scene screen changes in response to a third sliding operation on the scene screen displayed in the graphical user interface; wherein the scene object pointed to by the second crosshair marker located at the center of the graphical user interface changes with the scene screen changes.

[0069] Furthermore, the above-mentioned device also includes a window cancellation module, used to: cancel the display area magnification window in the graphical user interface in response to the end of the first trigger operation.

[0070] The marking device in the game provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0071] This invention also provides an electronic device, such as... Figure 7 As shown, the electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the marking method in the game described above.

[0072] Specifically, a graphical user interface (GUI) is provided through a terminal device, which displays scene images of a portion of the game scene and marking controls. The marking method in the game includes: in response to a first trigger operation on the marking controls, displaying a region magnification window in the GUI; wherein the region magnification window displays: a target scene image and a first crosshair marker; the target scene image is a magnified view of the target region in the scene image; in response to the movement of an operation touch point in response to the first trigger operation, controlling the change of the target scene image in the region magnification window; the scene object pointed to by the first crosshair marker changes with the change of the target scene image; in response to the end of the first trigger operation, marking the scene object pointed to by the first crosshair marker.

[0073] The marking method in the game described above can display a magnified area window in the graphical user interface by triggering the marking control. The crosshair in the magnified area window can then be used to mark scene objects at any location in the game scene. This allows scene objects obscured by virtual obstacles to be marked when the player character is dodging them, thus enhancing the player's gaming experience.

[0074] In an optional embodiment, the first triggering operation includes a first sliding operation starting from the marker control; the target scene screen includes a scene screen of the game scene within the target range centered on the stopping position of the first sliding operation.

[0075] In an optional embodiment, after the step of displaying an enlarged area window in the graphical user interface in response to the first trigger operation of the marker control, the method further includes: canceling the display of the enlarged area window in the graphical user interface in response to a second sliding operation that is continuous with the first sliding operation and whose sliding endpoint is the location of the marker control.

[0076] In an optional embodiment, the method further includes: locking the scene screen displayed in the graphical user interface in response to a first trigger operation on the marker control; and unlocking the scene screen displayed in the graphical user interface in response to the end of the first trigger operation.

[0077] In an optional embodiment, the graphical user interface further displays a controlled virtual object controlled by a terminal device; prior to the step of displaying an enlarged window in the graphical user interface in response to the first trigger operation of the marker control, the method further includes: adjusting the scene displayed in the graphical user interface in response to a view adjustment operation, so that the scene displayed in the graphical user interface includes scene objects.

[0078] In an optional embodiment, the method further includes: responding to a third sliding operation on the scene screen displayed in the graphical user interface, controlling the scene screen to change; wherein the scene object pointed to by the second crosshair marker located at the center of the graphical user interface changes with the scene screen; and responding to a second trigger operation on the marking control, marking the scene object pointed to by the second crosshair marker.

[0079] In an optional embodiment, the method further includes: canceling the display area magnification window in the graphical user interface in response to the end of the first triggering operation.

[0080] Furthermore, Figure 7 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0081] The memory 100 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 7 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.

[0082] Processor 101 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 processor 101 or by instructions in software form. Processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can 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 invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention 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 readily available 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 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0083] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are called and executed by a processor, they cause the processor to implement the marking method in the game described above. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0084] Specifically, a graphical user interface (GUI) is provided through a terminal device, which displays scene images of a portion of the game scene and marking controls. The marking method in the game includes: in response to a first trigger operation on the marking controls, displaying a region magnification window in the GUI; wherein the region magnification window displays: a target scene image and a first crosshair marker; the target scene image is a magnified view of the target region in the scene image; in response to the movement of an operation touch point in response to the first trigger operation, controlling the change of the target scene image in the region magnification window; the scene object pointed to by the first crosshair marker changes with the change of the target scene image; in response to the end of the first trigger operation, marking the scene object pointed to by the first crosshair marker.

[0085] The marking method in the game described above can display a magnified area window in the graphical user interface by triggering the marking control. The crosshair in the magnified area window can then be used to mark scene objects at any location in the game scene. This allows scene objects obscured by virtual obstacles to be marked when the player character is dodging them, thus enhancing the player's gaming experience.

[0086] In an optional embodiment, the first triggering operation includes a first sliding operation starting from the marker control; the target scene screen includes a scene screen of the game scene within the target range centered on the stopping position of the first sliding operation.

[0087] In an optional embodiment, after the step of displaying an enlarged area window in the graphical user interface in response to the first trigger operation of the marker control, the method further includes: canceling the display of the enlarged area window in the graphical user interface in response to a second sliding operation that is continuous with the first sliding operation and whose sliding endpoint is the location of the marker control.

[0088] In an optional embodiment, the method further includes: locking the scene screen displayed in the graphical user interface in response to a first trigger operation on the marker control; and unlocking the scene screen displayed in the graphical user interface in response to the end of the first trigger operation.

[0089] In an optional embodiment, the graphical user interface further displays a controlled virtual object controlled by a terminal device; prior to the step of displaying an enlarged window in the graphical user interface in response to the first trigger operation of the marker control, the method further includes: adjusting the scene screen displayed in the graphical user interface in response to the view adjustment operation, so that the scene screen displayed in the graphical user interface contains scene objects.

[0090] In an optional embodiment, the method further includes: responding to a third sliding operation on the scene screen displayed in the graphical user interface, controlling the scene screen to change; wherein the scene object pointed to by the second crosshair marker located at the center of the graphical user interface changes with the scene screen; and responding to a second trigger operation on the marking control, marking the scene object pointed to by the second crosshair marker.

[0091] In an optional embodiment, the method further includes: canceling the display area magnification window in the graphical user interface in response to the end of the first triggering operation.

[0092] 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 invention, essentially, 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, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. 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.

[0093] In the description of this invention, 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. They are used only for the convenience of describing the invention and for 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. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0094] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention 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 within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these 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 the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A marking method in a game, characterized in that, A graphical user interface is provided through a terminal device, wherein the graphical user interface displays scene images of a portion of the game scene and marker controls; the method includes: In response to a first trigger operation on the marker control, a region magnification window is displayed in the graphical user interface; wherein, the region magnification window displays: a target scene image and a first crosshair marker; the target scene image is a magnified view of the target area in the scene image; the first trigger operation includes a first sliding operation starting from the marker control; the target scene image includes: a scene image of the game scene within a target range centered on the stopping position of the first sliding operation; In response to the movement of the operation touch point of the first trigger operation, the target scene screen in the magnified area window is controlled to change; the scene object pointed to by the first crosshair mark changes with the change of the target scene screen; In response to the end of the first triggering operation, the scene object pointed to by the first crosshair is marked.

2. The method according to claim 1, characterized in that, The method further includes, after the step of displaying a magnified region window in the graphical user interface, the response to the first triggering operation of the marker control. In response to a second sliding operation that is consecutive to the first sliding operation and whose sliding endpoint is the location of the marker control, the area magnification window is de-displayed in the graphical user interface.

3. The method according to claim 1, characterized in that, The method further includes: In response to a first trigger operation on the marker control, the scene screen displayed in the graphical user interface is locked; In response to the end of the first triggering operation, the lock on the scene screen displayed in the graphical user interface is released.

4. The method according to claim 1, characterized in that, The graphical user interface also displays controlled virtual objects that can be controlled via the terminal device; The method further includes responding to a first triggering operation of the marker control, prior to the step of displaying a region magnification window in the graphical user interface: In response to a view adjustment operation, the scene displayed in the graphical user interface is adjusted so that the scene object is included in the scene displayed in the graphical user interface.

5. The method according to claim 1, characterized in that, The method further includes: In response to a third swipe operation applied to the scene displayed in the graphical user interface, the scene is controlled to change; wherein, the scene object pointed to by the second crosshair marker located at the center of the graphical user interface changes with the scene; In response to a second trigger operation on the marking control, the scene object pointed to by the second crosshair is marked.

6. The method according to claim 1, characterized in that, The method further includes: In response to the end of the first triggering operation, the area magnification window is de-displayed in the graphical user interface.

7. A marking device in a game, characterized in that, A graphical user interface is provided via a terminal device, wherein the graphical user interface displays scene images of a portion of the game scene and marker controls; the device includes: A magnified window display module is used to respond to a first trigger operation for the marker control and display a magnified area window in the graphical user interface; wherein, the magnified area window displays: a target scene image and a first crosshair marker; the target scene image is a magnified view of the target area in the scene image; the first trigger operation includes a first sliding operation starting from the marker control; the target scene image includes: a scene image of the game scene within a target range centered on the stopping position of the first sliding operation; The window display adjustment module is used to control the change of the target scene image in the area magnification window in response to the movement of the operation touch point of the first trigger operation; the scene object pointed to by the first crosshair mark changes with the change of the target scene image; The object marking module is used to mark the scene object pointed to by the first crosshair in response to the end of the first triggering operation.

8. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the marking method in the game according to any one of claims 1 to 6.

9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the marking method in the game as described in any one of claims 1 to 6.

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