Information marking method, device and electronic equipment in game
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-27
- Publication Date
- 2026-08-11
AI Technical Summary
但是,相关技术中的标记方式只能传递标记点对应的位置信息,无法准确传递更多的信息,导致玩家之间的沟通效率较低,玩家的游戏体验感不佳
[0009] This invention provides a method, apparatus, and electronic device for marking information in games. It determines the target scene position in a game scene by aiming a crosshair; in response to a first touch operation on a marking control, it displays a first identifier at the target scene position to mark the target scene position; in response to a second touch operation on the marking control, it displays a second identifier based on the position of the touch point of the second touch operation relative to the marking control, indicating the movement direction based on the target scene position. In this method, a simple touch operation can mark the position and direction of the target scene. The direction marker transmits the movement direction based on the target scene position in real time. If an object located at the target scene position moves, the movement direction of that object can be marked in real time, improving communication efficiency between players and enhancing the gaming experience.
Smart Images

Figure CN117018612B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a method, apparatus and electronic device for marking information in games. Background Technology
[0002] In some games, players can mark locations in the game scene to alert teammates of the target's location. In this technology, players aim their crosshair at a designated location and then click a marking control to mark the location. However, this marking method only transmits the location information of the marked point, failing to accurately convey more information. This results in low communication efficiency between players and a poor gaming experience. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide an information marking method, device and electronic device in games, which can mark the location and direction of the target scene through simple touch operation, and transmit the movement direction based on the target scene location in real time through the direction mark, so as to improve the communication efficiency between players and the game experience.
[0004] In a first aspect, embodiments of the present invention provide an information marking method in a game, which provides a graphical user interface through a terminal device. The graphical user interface includes a crosshair, a marking control, and a scene screen of at least a portion of the game scene. The method includes: determining the target scene position that the crosshair is aiming at in the game scene; displaying a first identifier at the target scene position in response to a first touch operation on the marking control; wherein the first identifier is used to mark the target scene position; and displaying a second identifier based on the position of the operation touch point of the second touch operation relative to the marking control in response to a second touch operation on the marking control; wherein the second identifier is used to indicate a movement direction based on the target scene position.
[0005] Secondly, embodiments of the present invention provide an information marking device for a game, which provides a graphical user interface through a terminal device. The graphical user interface includes a crosshair, a marking control, and a scene screen of at least a portion of the game scene. The device includes: a position determination module, used to determine the target scene position aimed at by the crosshair in the game scene; a first mark display module, used to display a first mark at the target scene position in response to a first touch operation on the marking control; wherein the first mark is used to mark the target scene position; and a second mark display module, used to display a second mark based on the position of the operation touch point of the second touch operation relative to the marking control in response to a second touch operation on the marking control; wherein the second mark is used to indicate the movement direction based on the target scene position.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information marking method in any of the first aspects of the game.
[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the information marking method in the game according to any one of the first aspects.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] This invention provides a method, apparatus, and electronic device for marking information in games. It determines the target scene position in a game scene by aiming a crosshair; in response to a first touch operation on a marking control, it displays a first identifier at the target scene position to mark the target scene position; in response to a second touch operation on the marking control, it displays a second identifier based on the position of the touch point of the second touch operation relative to the marking control, indicating the movement direction based on the target scene position. In this method, a simple touch operation can mark the position and direction of the target scene. The direction marker transmits the movement direction based on the target scene position in real time. If an object located at the target scene position moves, the movement direction of that object can be marked in real time, improving communication efficiency between players and enhancing the gaming experience.
[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0011] 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
[0012] 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.
[0013] Figure 1 A flowchart of an information tagging method in a game provided by an embodiment of the present invention;
[0014] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present invention;
[0015] Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of the present invention;
[0016] Figure 4 A schematic diagram of another graphical user interface provided in an embodiment of the present invention;
[0017] Figure 5 A schematic diagram of another graphical user interface provided in an embodiment of the present invention;
[0018] Figure 6 A schematic diagram of a control and an identifier provided in an embodiment of the present invention;
[0019] Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of the present invention;
[0020] Figure 8 This is a schematic diagram of the structure of an information marking device in a game provided by an embodiment of the present invention;
[0021] Figure 9 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 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, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0023] In some games, players often need to mark locations in the game scene to alert teammates to the position of target objects. In related technologies, players mark locations by aiming a crosshair at a specified location and then clicking a marker control. However, if the target object's position changes or moves frequently, the marker cannot accurately and in real-time transmit the target object's position to teammates, resulting in low communication efficiency and a poor gaming experience. Therefore, this invention provides a method, apparatus, and electronic device for marking information in games. This technology can be applied to devices such as mobile phones, computers, laptops, and tablets.
[0024] In one embodiment of this disclosure, the information marking method in a game can run on a local terminal device or a server. When the information marking method in a 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.
[0025] 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 and the game screen presentation are separated. The storage and execution of information marking 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 the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0026] 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.
[0027] In one possible implementation, this invention provides an information marking method for games, providing a graphical user interface (GUI) through 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 includes a crosshair, marking controls, and at least a portion of the game scene. The crosshair can be a crosshair corresponding to a first virtual object controlled by the terminal device, or a crosshair corresponding to a virtual shooting tool, where the virtual shooting tool is a tool held by the first virtual object. The marking controls are displayed at a designated location in the GUI. The crosshair is typically displayed at the center of the GUI. Figure 1 As shown, the method includes the following steps:
[0028] Step S102: Determine the target scene location that the crosshair is aiming at in the game scene;
[0029] As the scene changes, the aiming position of the crosshair will also change. The target scene location typically includes the target object, which can be a movable primary target object, such as a player-controlled virtual character, a non-player virtual character, or a virtual vehicle, or a fixed secondary target object, such as a virtual container, virtual building, or pickable item. The target scene location described above refers to its position within the game scene.
[0030] For example, such as Figure 2 As shown, the graphical user interface includes a crosshair, marker controls, and scene screens of at least part of the game scene.
[0031] Step S104: In response to the first touch operation on the marking control, display a first identifier at the target scene location; wherein, the first identifier is used to mark the target scene location;
[0032] The first touch operation mentioned above can be a click, double-click, long press, or touch swipe operation. The first identifier mentioned above can also be called a position identifier, which can be various pattern identifiers, such as a five-pointed star, a circle, a triangle, a square, etc., or it can be a special effect identifier, such as a flashing special effect identifier or a highlighting special effect identifier.
[0033] For example, such as Figure 3 As shown, when a player clicks on a marker control, a first marker (such as...) is displayed at the target scene location. Figure 3 The black circular marker located in the center of the scene.
[0034] Step S106: In response to a second touch operation on the marker control, based on the position of the operation touch point of the second touch operation relative to the marker control, display a second identifier; wherein the second identifier is used to indicate the movement direction based on the target scene position.
[0035] The second touch operation can be either a click or a swipe. The touch point for the second touch operation can be either a click point or the endpoint of a swipe. The position of the touch point relative to the center point of the marker control usually refers to a relative position; for example, the touch point may be above, below, to the left, or to the right of the center point of the marker control. The second identifier can also be called a direction identifier, and can be various graphic identifiers with directional information, such as triangles or arrows; it can also be a special effect identifier, such as a flowing light effect pointing from the target scene location to the target direction, where the target direction is the direction from the center point of the marker control to the touch point of the second touch operation. The first and second identifiers may or may not be in contact.
[0036] Specifically, when a player performs a second touch operation on the marker control, a second marker will be displayed on the first marker. Based on the first marker, accurate location information can be conveyed to teammates, and based on the second marker, the movement of the target object located in the target scene can be conveyed to teammates. This is beneficial for strategic deployment and implementation between teams and improves the battle win rate.
[0037] In one possible approach, the first touch operation and the second touch operation are consecutive operations. In response to a long press operation on the marker control, a first identifier is displayed at the target scene location. In response to a swipe operation on the marker control, a second identifier is displayed based on the position of the swipe endpoint relative to the marker control.
[0038] Of course, the first touch operation and the second touch operation can also be non-continuous operations.
[0039] This invention provides a method for marking information in a game. The method determines the target scene position in a game scene by aiming a crosshair; in response to a first touch operation on a marking control, a first identifier is displayed at the target scene position to mark the target scene position; in response to a second touch operation on the marking control, a second identifier is displayed based on the position of the touch point of the second touch operation relative to the marking control, indicating the movement direction based on the target scene position. In this method, a simple touch operation can mark the position and direction of the target scene. The direction marker transmits the movement direction based on the target scene position in real time. If an object located at the target scene position moves, the movement direction of that object can be marked in real time, improving communication efficiency between players and enhancing the gaming experience.
[0040] Furthermore, in response to a second trigger operation on the marker control, one possible implementation of the step of displaying a second identifier based on the position of the operating touch point relative to the marker control during the second touch operation is as follows:
[0041] (1) In response to the first specified touch operation on the marker control, control the marker control to switch to a joystick control;
[0042] The aforementioned first designated touch operation can be a long press or a double-click, etc. Specifically, after the player performs the first touch operation on the marker control, a first identifier will be displayed at the target scene location. Then, if the player performs the first designated touch operation on the marker control again, it will switch the marker control to a joystick control. For example, such as... Figure 4 As shown, when a player long-presses or double-clicks the marker control, the marker control will switch to a joystick control. At this time, the player can control the joystick control to move, specifically to move the joystick control within a specified area.
[0043] (2) In response to a second specified touch operation on the joystick control, based on the position of the operation touch point of the second specified touch operation relative to the marker control, display a second identifier at the target scene position.
[0044] The second touch operation includes a first designated touch operation and a second designated touch operation. The second designated touch operation can be a click or a swipe. Clicking a designated position within the joystick operation area corresponding to the joystick control will move the joystick control to that designated position, i.e., the operation touch point of the second touch operation. Alternatively, a touch swipe operation can be performed on the joystick control to slide it to a designated position within the joystick operation area, i.e., the operation touch point of the second touch operation. The first and second designated touch operations can be continuous or discontinuous. For example, after double-clicking a marker control, the marker control switches to a joystick control. Immediately or within a preset time, a touch swipe or touch operation is performed on the joystick control. Based on the positional relationship between the operation touch point of the touch swipe or touch operation and the double-click touch point, a second marker is displayed at the target scene location.
[0045] For example, after long-pressing the marker control, it switches to a joystick control. Simultaneously, a sliding operation is performed using the long-press touch point as the starting point to control the joystick control's movement. Based on the positional relationship between the sliding endpoint and the long-press touch point (i.e., the positional relationship between the touch point of the second specified touch operation and the touch point of the first specified touch operation), a second marker is displayed at the target scene location. In this method, by switching the marker control to a joystick control, directional marking of the target scene location can be performed based on the joystick control, simultaneously marking the initial position and movement direction of the target object.
[0046] The aforementioned joystick control has a preset joystick operation area; for example, such as Figure 3As shown, the circular area surrounding the joystick control is the joystick operation area. The joystick control can be moved within this joystick operation area. One possible implementation of the above response to a second specified touch operation on the joystick control, based on the position of the operation point of the second specified touch operation relative to the marked control, is the step of displaying a second identifier at the target scene location:
[0047] In response to a sliding operation of the joystick control, the sliding position of the joystick control in the joystick operation area is determined; based on the direction information of the sliding position relative to the center position of the joystick operation area, a second identifier is determined and displayed at the target scene position; wherein, the center position of the joystick operation area corresponds to the position of the crosshair aiming.
[0048] In this embodiment, the first designated touch operation is a long press operation. This long press operation and the swipe operation are consecutive operations, meaning the first designated touch operation and the second designated touch operation are consecutive operations. For example, as shown... Figure 5 As shown, a sliding operation is performed on the joystick control, moving it to the upper left corner of the joystick operation area. At this point, the direction information of the sliding position relative to the center position of the joystick operation area can be determined, which is northwest (the specific direction information can be accurate to degrees, such as 315 degrees or -45 degrees). Based on this direction information, the direction indicated by the second indicator can be determined.
[0049] One possible implementation: The arrow direction of the second identifier is determined based on the direction information of the sliding position relative to the center position of the joystick operation area; the arrow direction corresponds to the direction information. For example, such as... Figure 5 As shown, the direction information of the sliding position relative to the center position of the joystick operation area is northwest, and the arrow of the second identifier points to the northwest.
[0050] After determining the arrow direction of the second identifier based on the direction information of the sliding position relative to the center position of the joystick operation area, the above method further includes: determining the arrow length of the second identifier based on the distance information of the sliding position relative to the center position of the joystick operation area.
[0051] In one possible approach, the length of the arrow in the second identifier indicates the distance traveled relative to the target scene position. That is, the player can control not only the direction of the joystick control but also the distance it travels. For example, as... Figure 6 As shown, players can control the joystick to move within the joystick control area. If the joystick is moved to a position such as... Figure 6 As shown in (a), the arrow is relatively short, indicating that the target object is not far from the target scene location. If it is moved to a position like... Figure 6In the position shown in (b), the arrow is longer, indicating that the target object is far away from the target scene.
[0052] For example, a player can control the joystick to move within the joystick's operating area; in this case, the arrow length is the first length. If the player controls the joystick to move in an extended area outside the joystick's operating area, the arrow length is the second length, which is greater than the first length. An arrow of the first length indicates that the target object is not far from the target scene location, while an arrow of the second length indicates that the target object is far from the target scene location.
[0053] The method also includes: in response to the end of the second touch operation, switching the joystick control to a marker control. Specifically, in response to the end of the second specified touch operation, the joystick control is switched to a marker control. When the player drags the joystick control to select a marking direction, releasing the finger will restore the display of the marker control, making it convenient for the player to mark the position and movement direction of other scene locations.
[0054] After responding to a second touch operation on the marker control and displaying a second identifier based on the position of the operation point of the second touch operation relative to the marker control, the method further includes: completing the marking of the target scene location in response to the end of the second touch operation.
[0055] After the player drags their finger across the joystick to select the direction of the marker, releasing the finger marks the target object's movement direction, displaying a first and second marker at the target's location. These markers will automatically disappear after a specified time. Alternatively, players can use a third touch to disable the display of the first and second markers.
[0056] The game scene described above also includes a first virtual object, which is controlled by a terminal device. The method also includes: displaying a target distance at the target scene location, where the target distance is the distance between the first virtual object and the target scene location in the game scene.
[0057] For example, such as Figure 7 As shown, the first identifier displays 100m, representing the distance between the first virtual object and the target scene location. However, in the graphical user interface provided by the terminal device corresponding to the second virtual object, the target distance displayed in the first identifier is the distance between the second virtual object and the target scene location within the game scene, such as 200m.
[0058] The method further includes sending the first and second identifiers to other terminal devices for display. These other terminal devices are those corresponding to the player's teammates, allowing the teammates' game interfaces to display the first and second identifiers indicating completion of the player's marking. This enables the player to more accurately communicate the target's movement to their teammates, facilitating quick communication.
[0059] Corresponding to the above method embodiments, this invention provides an information marking device for games, which provides a graphical user interface through a terminal device. The graphical user interface includes a crosshair, marking controls, and scene screens of at least part of the game scene, such as... Figure 8 As shown, the device includes:
[0060] The position determination module 81 is used to determine the target scene position that the crosshair is aiming at in the game scene;
[0061] The first identifier display module 82 is used to respond to a first touch operation on the marker control and display a first identifier at the target scene location; wherein, the first identifier is used to mark the target scene location;
[0062] The second identifier display module 83 is used to respond to a second touch operation on the marker control and display a second identifier based on the position of the operation touch point of the second touch operation relative to the marker control; wherein, the second identifier is used to indicate the movement direction based on the target scene position.
[0063] This invention provides an information marking device for games, which determines the target scene position of a crosshair in a game scene; in response to a first touch operation on a marking control, displays a first identifier at the target scene position to mark the target scene position; in response to a second touch operation on the marking control, displays a second identifier based on the position of the operation point of the second touch operation relative to the marking control, to indicate the movement direction based on the target scene position. In this method, a simple touch operation can mark the position and direction of the target scene, and the movement direction based on the target scene position is transmitted in real time through the direction mark. If an object located at the target scene position moves, the movement direction of that object can be marked in real time, improving communication efficiency between players and enhancing the gaming experience.
[0064] The aforementioned second identifier display module is further configured to: respond to a first specified touch operation on the marker control and control the marker control to switch to a joystick control; respond to a second specified touch operation on the joystick control and display a second identifier at the target scene location based on the position of the operation touch point of the second specified touch operation relative to the marker control; wherein the second touch operation includes the first specified touch operation and the second specified touch operation.
[0065] The aforementioned joystick control has a preset joystick operation area; the aforementioned second identifier display module is also used to: respond to a sliding operation on the joystick control, determine the sliding position of the joystick control in the joystick operation area; determine the second identifier based on the direction information of the sliding position relative to the center position of the joystick operation area, and display the second identifier at the target scene position; wherein, the center position of the joystick operation area corresponds to the position of the crosshair aiming.
[0066] The aforementioned second indicator display module is also used to: determine the arrow direction of the second indicator based on the direction information of the sliding position relative to the center position of the joystick operation area; the arrow direction corresponds to the direction information.
[0067] The aforementioned second label display module is also used to: determine the arrow length of the second label based on the distance information of the sliding position relative to the center position of the joystick operation area.
[0068] The first designated touch operation and the second designated touch operation mentioned above are consecutive operations.
[0069] The aforementioned device also includes a control switching module, used to switch the joystick control to a marker control in response to the end of the second touch operation.
[0070] The information marking device in the game provided in this embodiment of the invention has the same technical features as the information marking method in the game provided in the above embodiment, so it can also solve the same technical problems and achieve the same technical effects.
[0071] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the information marking method in the game described above. This electronic device can be a server or a terminal device.
[0072] See Figure 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the information marking method in the game described above.
[0073] Furthermore, Figure 9 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0074] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 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.
[0075] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may 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 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0076] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the information marking method of the aforementioned game:
[0077] In the game scene, the target scene position is determined by the crosshair aiming; in response to a first touch operation on the marking control, a first marker is displayed at the target scene position; wherein, the first marker is used to mark the target scene position; in response to a second touch operation on the marking control, a second marker is displayed based on the position of the touch point of the second touch operation relative to the marking control; wherein, the second marker is used to indicate the movement direction based on the target scene position. In this method, the target scene position and direction can be marked through simple touch operations. The movement direction based on the target scene position is transmitted in real time through the direction marker. If an object located at the target scene position moves, the movement direction of the object can be marked in real time, improving the communication efficiency between players and the game experience.
[0078] The step of responding to a second touch operation on a marker control and displaying a second identifier based on the position of the operation point of the second touch operation relative to the marker control includes: responding to a first specified touch operation on the marker control and controlling the marker control to switch to a joystick control; responding to a second specified touch operation on the joystick control and displaying a second identifier at a target scene location based on the position of the operation point of the second specified touch operation relative to the marker control; wherein the second touch operation includes the first specified touch operation and the second specified touch operation.
[0079] The joystick control has a preset joystick operation area; the step of responding to a second specified touch operation on the joystick control and displaying a second identifier at a target scene position based on the position of the operation touch point of the second specified touch operation relative to the marked control includes: responding to a sliding operation on the joystick control and determining the sliding position of the joystick control in the joystick operation area; determining the second identifier based on the direction information of the sliding position relative to the center position of the joystick operation area, and displaying the second identifier at the target scene position; wherein, the center position of the joystick operation area corresponds to the position of the crosshair aiming.
[0080] The step of determining the second identifier based on the direction information of the sliding position relative to the center position of the joystick operation area includes: determining the arrow direction of the second identifier based on the direction information of the sliding position relative to the center position of the joystick operation area; the arrow direction corresponds to the direction information.
[0081] After determining the arrow direction of the second identifier based on the direction information of the sliding position relative to the center position of the joystick operation area, the above method further includes: determining the arrow length of the second identifier based on the distance information of the sliding position relative to the center position of the joystick operation area.
[0082] The first designated touch operation and the second designated touch operation mentioned above are consecutive operations.
[0083] The above method also includes: in response to the end of the second touch operation, switching the joystick control to a marker control.
[0084] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the information marking method in the above game.
[0085] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the information marking method of the aforementioned game:
[0086] In the game scene, the target scene position is determined by the crosshair aiming; in response to a first touch operation on the marking control, a first marker is displayed at the target scene position; wherein, the first marker is used to mark the target scene position; in response to a second touch operation on the marking control, a second marker is displayed based on the position of the touch point of the second touch operation relative to the marking control; wherein, the second marker is used to indicate the movement direction based on the target scene position. In this method, the target scene position and direction can be marked through simple touch operations. The movement direction based on the target scene position is transmitted in real time through the direction marker. If an object located at the target scene position moves, the movement direction of the object can be marked in real time, improving the communication efficiency between players and the game experience.
[0087] The step of responding to a second touch operation on a marker control and displaying a second identifier based on the position of the operation point of the second touch operation relative to the marker control includes: responding to a first specified touch operation on the marker control and controlling the marker control to switch to a joystick control; responding to a second specified touch operation on the joystick control and displaying a second identifier at a target scene location based on the position of the operation point of the second specified touch operation relative to the marker control; wherein the second touch operation includes the first specified touch operation and the second specified touch operation.
[0088] The joystick control has a preset joystick operation area; the step of responding to a second specified touch operation on the joystick control and displaying a second identifier at a target scene position based on the position of the operation touch point of the second specified touch operation relative to the marked control includes: responding to a sliding operation on the joystick control and determining the sliding position of the joystick control in the joystick operation area; determining the second identifier based on the direction information of the sliding position relative to the center position of the joystick operation area, and displaying the second identifier at the target scene position; wherein, the center position of the joystick operation area corresponds to the position of the crosshair aiming.
[0089] The step of determining the second identifier based on the direction information of the sliding position relative to the center position of the joystick operation area includes: determining the arrow direction of the second identifier based on the direction information of the sliding position relative to the center position of the joystick operation area; the arrow direction corresponds to the direction information.
[0090] After determining the arrow direction of the second identifier based on the direction information of the sliding position relative to the center position of the joystick operation area, the above method further includes: determining the arrow length of the second identifier based on the distance information of the sliding position relative to the center position of the joystick operation area.
[0091] The first designated touch operation and the second designated touch operation mentioned above are consecutive operations.
[0092] The above method also includes: in response to the end of the second touch operation, switching the joystick control to a marker control.
[0093] The computer program product of the information marking method, apparatus and system in the game provided by the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0094] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0095] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0096] 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, server, or 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.
[0097] 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.
[0098] Finally, it should be noted that the above 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 method for marking information in a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI including a crosshair, marker controls, and a scene view of at least a portion of the game scene, the method comprising: Determine the target scene location that the crosshair is aiming at in the game scene; In response to a first touch operation on the marking control, a first identifier is displayed at the target scene location; wherein the first identifier is used to mark the target scene location; In response to a second touch operation on the marker control, a second identifier is displayed based on the position of the operation point of the second touch operation relative to the marker control; wherein the second identifier is used to indicate the direction of movement based on the target scene position.
2. The method according to claim 1, characterized in that, The step of displaying a second identifier in response to a second touch operation on the marker control, based on the position of the operation point of the second touch operation relative to the marker control, includes: In response to a first specified touch operation on the marker control, control the marker control to switch to a joystick control; In response to a second specified touch operation on the joystick control, a second identifier is displayed at the target scene location based on the position of the operation touch point of the second specified touch operation relative to the marker control; The second touch operation includes the first specified touch operation and the second specified touch operation.
3. The method according to claim 2, characterized in that, The joystick control has a preset joystick operation area; The step of responding to a second specified touch operation on the joystick control and displaying a second identifier at the target scene location based on the position of the operation touch point of the second specified touch operation relative to the marker control includes: In response to a sliding operation on the joystick control, determine the sliding position of the joystick control in the joystick operation area; Based on the directional information of the sliding position relative to the center position of the joystick operation area, a second identifier is determined and displayed at the target scene position; wherein, the center position of the joystick operation area corresponds to the position of the crosshair aiming.
4. The method according to claim 3, characterized in that, The step of determining the second identifier based on the directional information of the sliding position relative to the center position of the joystick operation area includes: The direction of the arrow of the second identifier is determined based on the direction information of the sliding position relative to the center position of the joystick operation area; the arrow direction corresponds to the direction information.
5. The method according to claim 4, characterized in that, After determining the direction of the arrow of the second identifier based on the direction information of the sliding position relative to the center position of the joystick operation area, the method further includes: The arrow length of the second identifier is determined based on the distance information of the sliding position relative to the center position of the joystick operation area.
6. The method according to claim 2, characterized in that, The first designated touch operation and the second designated touch operation are consecutive operations.
7. The method according to claim 2, characterized in that, The method further includes: In response to the end of the second touch operation, the joystick control is switched to the marker control.
8. An information marking device for a game, characterized in that, A graphical user interface (GUI) is provided via a terminal device, the GUI including a crosshair, marker controls, and scene screens of at least a portion of the game scene, the device comprising: A position determination module is used to determine the target scene position that the crosshair is aiming at in the game scene; A first identifier display module is configured to respond to a first touch operation on the marker control and display a first identifier at the target scene location; wherein the first identifier is used to mark the target scene location; The second identifier display module is used to respond to a second touch operation on the marker control and display a second identifier based on the position of the operation touch point of the second touch operation relative to the marker control; wherein the second identifier is used to indicate the movement direction based on the target scene position.
9. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the information marking method in a game according to any one of claims 1-7.
10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the information marking method in a game as described in any one of claims 1-7.
Citation Information
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