Information marking method, device and electronic equipment in game

CN117018613BActive Publication Date: 2026-08-11NETEASE (HANGZHOU) NETWORK CO LTD
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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

Technical Problem

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

Benefits of technology

[0009]本发明提供了一种游戏中的信息标记方法、装置和电子设备,响应于第一触发事件,将准星瞄准的第一场景位置确定为第一待标记位置;响应于视野调整操作,调整准星瞄准的游戏场景中的位置;响应于第二触发事件,将准星瞄准的第二场景位置确定为第二待标记位置;基于第一待标记位置和第二待标记位置确定路径标识,并在游戏场景中显示路径标识;其中,路径标识用于指示:从第一待标记位置向第二待标记位置移动的移动路径。该方式中,通过简单的交互方式,可以对从第一场景位置向第二场景位置的移动路径进行路径标记,实现了对目标对象的移动路径的标记,使得玩家能够更加准确的传达目标对象的动向,提高了玩家之间的沟通效率和游戏体验。

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Abstract

This invention provides a method, apparatus, and electronic device for marking information in games. In response to a first trigger event, a first scene position aimed at by a crosshair is determined as a first position to be marked; in response to a view adjustment operation, the position of the crosshair within the game scene is adjusted; in response to a second trigger event, a second scene position aimed at by the crosshair is determined as a second position to be marked; a path identifier is determined based on the first and second positions to be marked, and the path identifier is displayed in the game scene; wherein the path identifier indicates a movement path from the first position to the second position. This method allows for path marking of movement from the first scene position to the second scene position through simple interaction, enabling the marking of the movement path of a target object. This allows players to more accurately communicate the movement of the target object, improving communication efficiency and the overall gaming experience.
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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 marks the movement path of a target object through a simple interactive method, so that players can not only transmit location information, but also more accurately convey movement information, that is, the movement of the target object, thereby improving 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 and a scene screen of at least a portion of the game scene. The method includes: in response to a first trigger event, determining a first scene position in the game scene that the crosshair is aiming at as a first position to be marked; in response to a field of view adjustment operation, controlling the scene screen to change; in response to a second trigger event, determining a second scene position in the game scene that the crosshair is aiming at as a second position to be marked; determining a path identifier based on the first position to be marked and the second position to be marked, and displaying the path identifier in the game scene; wherein the path identifier is used to indicate a movement path from the first position to be marked to the second position to be marked.

[0005] In a second aspect, embodiments of the present invention provide an information marking device for a game, which provides a graphical user interface via a terminal device. The graphical user interface includes a crosshair and a scene screen of at least a portion of the game scene. The device includes: a first position to be marked determination module, configured to determine a first scene position in the game scene aimed at by the crosshair as the first position to be marked in response to a first trigger event; a field of view adjustment module, configured to adjust the position in the game scene aimed at by the crosshair in response to a field of view adjustment operation; a second position to be marked determination module, configured to determine a second scene position in the game scene aimed at by the crosshair as the second position to be marked in response to a second trigger event; and a path identifier display module, configured to determine a path identifier based on the first and second positions to be marked and display the path identifier in the game scene; wherein the path identifier is used to indicate a movement path from the first position to be marked to the second position to be marked.

[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 a game according to any of the first aspects.

[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. In response to a first trigger event, a first scene position aimed at by a crosshair is determined as a first position to be marked; in response to a view adjustment operation, the position of the crosshair aimed at in the game scene is adjusted; in response to a second trigger event, a second scene position aimed at by the crosshair is determined as a second position to be marked; a path identifier is determined based on the first and second positions to be marked, and the path identifier is displayed in the game scene; wherein the path identifier indicates a movement path from the first position to the second position. This method, through simple interaction, allows for path marking of movement paths from the first scene position to the second scene position, enabling the marking of the movement path of a target object. This allows players to more accurately communicate the movement of the target object, improving communication efficiency and 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 another graphical user interface provided in an embodiment of the present invention;

[0019] Figure 7 This is a schematic diagram of the structure of an information marking device in a game according to an embodiment of the present invention;

[0020] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0021] 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.

[0022] In some games, players can mark locations in the game scene to alert teammates of the target's location. In related technologies, players aim their crosshair at a designated location and then click a marking control to mark the location in the game scene. However, if the target's location changes or moves frequently, the marked location cannot accurately and in real-time transmit the target'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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] In one possible implementation, this invention provides a method for marking information in a game, providing a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI includes a crosshair 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 crosshair is typically displayed at the center of the GUI. Figure 1 As shown, the method includes the following steps:

[0027] Step S102: In response to the first trigger event, determine the first scene position in the game scene that the crosshair is aiming at as the first position to be marked;

[0028] The aforementioned first triggering event can be a marking operation, such as a triggering operation targeting a specified control, a double-click operation, a long-press operation, etc.; it can also be voice control, such as a player giving a voice command with a marking instruction like "mark the current aiming position," etc. The aforementioned first scene location can include a target object, which can be a movable first target object, such as a player-controlled virtual character, a non-player virtual character, a virtual vehicle, etc., or a non-movable second target object, such as a virtual container, a virtual building, a pickable item, etc. For example, such as... Figure 2 As shown, the graphical user interface includes a crosshair and a scene screen showing at least part of the game scene.

[0029] Specifically, when a player initiates the first event, the system first determines the location of the first scene that the crosshair is currently aiming at, and then designates this first scene location as the first position to be marked. At this point, a temporary marker can be displayed at the first scene location, or it can be left unmarked.

[0030] Step S104: In response to the view adjustment operation, adjust the position of the crosshair in the game scene.

[0031] The aforementioned field-of-view adjustment operations typically refer to swipe operations on the graphical user interface (GUI). These operations control the shooting angle of the virtual camera, thereby changing the scene's visual appearance. The image captured by the virtual camera is the scene displayed on the GUI. Specifically, responding to a swipe operation on the field-of-view adjustment area of ​​the GUI changes the scene's visual appearance and simultaneously adjusts the crosshair's aiming position within the game scene. In other words, responding to a swipe operation on the field-of-view adjustment area of ​​the GUI changes the scene's visual appearance to adjust the crosshair's aiming position within the game scene.

[0032] Step S106: In response to the second trigger event, determine the second scene position in the game scene that the crosshair is aiming at as the second position to be marked;

[0033] The second triggering event mentioned above can be the end of the marking operation, such as the end of the triggering operation (long press or swipe operation, etc.) on the marking control, or it can be the voice control to end the marking, such as the voice control "End current marking" when the player gives the command to end the marking.

[0034] Specifically, after the player triggers the second event, the second scene position that the current crosshair is aiming at is first determined, and then the second scene position is determined as the second position to be marked.

[0035] Step S108: Determine a path identifier based on the first and second positions to be marked, and display the path identifier in the game scene; wherein, the path identifier is used to indicate the movement path from the first position to be marked to the second position to be marked.

[0036] The aforementioned path identifiers can include movement paths, such as directional line segments or paths with flowing light effects, i.e., paths flowing from a first marked position to a second marked position; they can also include position identifiers, which can be various pattern identifiers, such as five-pointed stars, circles, triangles, squares, etc., or special effect identifiers, such as flashing or highlighting special effect identifiers. Path identifiers displayed in the graphical user interface can be two-dimensional or three-dimensional.

[0037] This invention provides a method for marking information in a game. In response to a first trigger event, a first scene position aimed at by the crosshair is determined as a first position to be marked. In response to a view adjustment operation, the position of the crosshair aimed at in the game scene is adjusted. In response to a second trigger event, a second scene position aimed at by the crosshair is determined as a second position to be marked. A path identifier is determined based on the first and second positions to be marked and displayed in the game scene. The path identifier indicates the movement path from the first position to the second position. This method allows for path marking of movement from the first scene position to the second scene position through simple interaction, enabling the marking of the movement path of a target object. This allows players to more accurately communicate the movement of the target object, facilitating strategic deployment and implementation between teams, and improving communication efficiency and the overall gaming experience.

[0038] Furthermore, the above method also includes: responding to the first triggering event, controlling entry into the information marking state; in the information marking state, the position in the game scene currently being aimed at by the crosshair can be determined as the first scene position being aimed at by the crosshair.

[0039] In response to the view adjustment operation, the position of the crosshair in the game scene is adjusted. One possible implementation is as follows: In the information marking state, in response to the view adjustment operation, the position of the crosshair in the game scene is adjusted to continuously adjust the second scene position in the game scene where the crosshair is aimed. For example, the position and movement path of the target object before and after the player marks the movement of the target object. In the information marking state, the position of the target object in the game scene can be continuously tracked by adjusting the position of the crosshair in the game scene until the player wants to mark the current position, which can trigger a second trigger event to complete the marking.

[0040] The above-mentioned response to the view adjustment operation adjusts the position of the crosshair in the game scene. One possible implementation is: in the continuous state of the first trigger event, in response to the view adjustment operation, adjust the position of the crosshair in the game scene.

[0041] The first triggering operation mentioned above can be a long press, a click, a double click, etc. For example, long pressing a specified control or sliding a target area can both be the continuous state of the first triggering event. Similarly, clicking or double-clicking a marked control for the first time can also be the continuous state of the first triggering event. When the marked control is clicked or double-clicked again, the continuous state of the first triggering event ends.

[0042] In response to the second triggering event, the second scene position in the game scene being aimed at by the crosshair is determined as the second position to be marked. One possible implementation is as follows: in response to the end of the first triggering event, the second scene position in the game scene being aimed at by the crosshair is determined as the second position to be marked; wherein, the second triggering event is the event at which the first triggering event ends.

[0043] The first triggering event mentioned above is a touch operation on the marker control displayed in the graphical user interface. This touch operation can be a long press, a swipe, or similar action on the marker control. The second triggering event mentioned above is the end of the touch operation on the marker control displayed in the graphical user interface. For example, the end of a long press or a swipe operation on the marker control.

[0044] Before the step of determining the first scene position in the game scene to be marked as the first position in response to the first triggering event, the above method further includes: determining the first scene position in the game scene to be marked in response to the first aiming operation of the crosshair.

[0045] The aforementioned first aiming operation can be a sliding operation targeting the field of view adjustment area in the graphical user interface. This sliding operation adjusts the scene visuals within the graphical user interface, thereby adjusting the aiming position of the crosshair relative to the game scene. For example, such as... Figure 2 As shown, players can control the scene changes by swiping their fingers across the graphical user interface, thereby adjusting the aiming position of the crosshair relative to the game scene and setting the aiming position as the first scene location.

[0046] The above-mentioned step of determining the first scene position aimed at by the crosshair as the first position to be marked in response to the first triggering event includes: displaying a marking control in the graphical user interface; determining the first scene position in the game scene aimed at by the crosshair as the first position to be marked in response to a first touch operation on the marking control; wherein the first triggering event includes a first touch operation on the marking control.

[0047] The aforementioned first touch operation can be a tap, double tap, long press, swipe, etc. For example, such as... Figure 3 As shown, when a player presses and holds the marker control, the first scene position in the game scene currently being aimed at by the crosshair can be designated as the first position to be marked.

[0048] Furthermore, after the step of determining the first scene position in the game scene to be marked as the first position in response to the first triggering event, the above method also includes: displaying a first position marker at the first scene position in the game scene.

[0049] The aforementioned first position identifier can be various graphic 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 effect identifier or a highlighted effect identifier. For example, such as... Figure 3 As shown, after the player long-presses the marker control and determines the first position to be marked, the first position marker is displayed at the first position to be marked (i.e., the first scene position).

[0050] In response to a second trigger event, the step of determining a second scene position in the game scene where the crosshair is aimed as a second position to be marked can be implemented as follows: In response to the end of the first touch operation, the second scene position in the game scene where the crosshair is currently aimed is determined. When determining the second scene position in the game scene where the crosshair is aimed as the second position to be marked, the method further includes: displaying a second position identifier at the second scene position in the game scene.

[0051] In this embodiment, the first touch operation is a long press operation. After the player ends the long press operation on the marking control, the second scene position currently aimed at by the crosshair is first determined as the second position to be marked, and a second position marker will be displayed at the second position to be marked (i.e., the second scene position). Similarly, the aforementioned first position marker can be various pattern markers, such as a five-pointed star, a circle, a triangle, a square, etc., or it can be a special effect marker, such as a flashing special effect marker or a highlighting special effect marker.

[0052] For example, such as Figure 4 As shown, after the player finishes the long press operation on the marker control and determines the second position to be marked, the second position marker is displayed at the second position to be marked (i.e. the second scene position).

[0053] Finally, the arrow pointing from the first location to be marked to the second location to be marked is identified as the path identifier and displayed in the game scene. That is, the path identifier displays an arrow pointing from the first location to the second location to be marked. For example, as shown... Figure 4 As shown, an arrow pointing from a first position marker to a second position marker is displayed.

[0054] Examples such as Figure 5 As shown, the path marker also displays the distance "50m" between the first scene location and the second scene location. This distance refers to the distance in the actual game scene.

[0055] The game scene described above also includes a first virtual object, which is controlled by a terminal device. The method further includes: displaying a first distance at a first scene location, where the first distance is the distance between the first virtual object and the first scene location in the game scene; and displaying a second distance at a second scene location, where the second distance is the distance between the first virtual object and the second scene location in the game scene.

[0056] For example, such as Figure 6 As shown, the first scene location is displayed as 100m, representing the distance between the first virtual object and the first scene location. However, in the graphical user interface provided by the terminal device corresponding to the second virtual object, the first distance displayed for the first scene location is the distance between the second virtual object and the first scene location within the game scene, for example, 200m.

[0057] Similarly, the second scene location is displayed as 120m, indicating the distance between the first virtual object and the second scene location. Of course, in the graphical user interface provided by the terminal device corresponding to the second virtual object, the second distance displayed for the second scene location is the distance between the second virtual object and the second scene location within the game scene, such as 220m.

[0058] Finally, the above method also includes sending the path identifier to other terminal devices for display. These other terminal devices are the devices corresponding to the player's teammates, allowing the player's teammates to display the completed path identifier on their game interfaces. 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 and scene screens of at least part of the game scene, such as... Figure 7 As shown, the device includes:

[0060] The first position to be marked module 71 is used to determine the first scene position in the game scene that the crosshair is aiming at as the first position to be marked in response to the first trigger event;

[0061] The field of view adjustment module 72 is used to adjust the position of the crosshair in the game scene in response to the field of view adjustment operation;

[0062] The second position to be marked module 73 is used to determine the second scene position in the game scene that the crosshair is aiming at as the second position to be marked in response to the second trigger event;

[0063] The path identifier display module 74 is used to determine the path identifier based on the first position to be marked and the second position to be marked, and to display the path identifier in the game scene; wherein, the path identifier is used to indicate the movement path from the first position to be marked to the second position to be marked.

[0064] This invention provides an information marking device for games. In response to a first trigger event, a first scene position aimed at by a crosshair is determined as a first position to be marked; in response to a view adjustment operation, the position of the crosshair aimed at in the game scene is adjusted; in response to a second designated event, a second scene position aimed at by the crosshair is determined as a second position to be marked; a path identifier is determined based on the first and second positions to be marked, and the path identifier is displayed in the game scene; wherein the path identifier indicates the movement path from the first position to the second position. This method, through simple interaction, allows for path marking of movement from the first scene position to the second scene position, enabling the marking of the movement path of a target object. This allows players to more accurately communicate the movement of the target object, improving communication efficiency and the gaming experience.

[0065] The aforementioned device further includes: a state control module, used to control entry into the information marking state in response to a first trigger event; the aforementioned field of view adjustment module is also used to: in the information marking state, in response to a field of view adjustment operation, adjust the position of the crosshair in the game scene.

[0066] The aforementioned field-of-view adjustment module is also used to: in response to the field-of-view adjustment operation, adjust the position of the crosshair in the game scene while the first trigger event is ongoing;

[0067] The aforementioned second position to be marked module is further configured to: in response to the end of the first triggering event, determine the second scene position in the game scene that the crosshair is aiming at as the second position to be marked; wherein the second triggering event is the event at which the first triggering event ends.

[0068] The first triggering event mentioned above is a touch operation on the marker control displayed in the graphical user interface.

[0069] The aforementioned device further includes: a first scene position determination module, used to determine the first scene position in the game scene being aimed at in response to the first aiming operation of the crosshair.

[0070] The aforementioned first position to be marked module is further configured to: display a marking control in a graphical user interface; respond to a first touch operation on the marking control, and determine the first scene position in the game scene where the crosshair is aimed as the first position to be marked; wherein the first triggering event includes a first touch operation on the marking control.

[0071] The aforementioned device also includes a first location identifier display module, used to: display a first location identifier at a first scene location in the game scene.

[0072] The aforementioned field-of-view adjustment module is also used to: respond to sliding operations on the field-of-view adjustment area of ​​the graphical user interface, control changes in the scene view, and adjust the aiming position of the crosshair relative to the game scene.

[0073] The aforementioned second location determination module is also used to: display a second location identifier at a second scene location in the game scene.

[0074] The aforementioned path identifier display module is also used to: determine the arrow identifier pointing from the first position to be marked to the second position to be marked as the path identifier, and display the path identifier in the game scene.

[0075] The game scene described above also includes a first virtual object, which is controlled by a terminal device. The device also includes a distance display module, used to: display a first distance at a first scene location, the first distance being the distance between the first virtual object and the first scene location in the game scene; and display a second distance at a second scene location, the second distance being the distance between the first virtual object and the second scene location in the game scene.

[0076] The aforementioned device further includes: a path identifier sending module, used to send the path identifier to other terminal devices so that the path identifier can be displayed on the other terminal devices.

[0077] 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.

[0078] 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.

[0079] See Figure 8 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.

[0080] Furthermore, Figure 8 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.

[0081] 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 8 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 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.

[0083] 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:

[0084] In response to a first trigger event, the first scene position in the game scene being aimed at by the crosshair is determined as the first position to be marked. In response to a view adjustment operation, the position of the crosshair in the game scene is adjusted. In response to a second trigger event, the second scene position in the game scene being aimed at by the crosshair is determined as the second position to be marked. A path identifier is determined based on the first and second positions to be marked and displayed in the game scene. The path identifier indicates the movement path from the first position to the second position. This method, through simple interaction, allows for path marking of movement from the first scene position to the second scene position, enabling the marking of the target object's movement path. This allows players to more accurately communicate the target object's movement, improving communication efficiency and the overall gaming experience.

[0085] The above method also includes: in response to a first trigger event, controlling entry into an information marking state; in response to a view adjustment operation, adjusting the position of the crosshair in the game scene, including: in the information marking state, in response to a view adjustment operation, adjusting the position of the crosshair in the game scene.

[0086] The above-mentioned response to the view adjustment operation, adjusting the position of the crosshair in the game scene, includes: in the continuous state of the first trigger event, in response to the view adjustment operation, adjusting the position of the crosshair in the game scene; in response to the second trigger event, determining the second scene position in the game scene to be marked as the second position to be marked, including: in response to the end of the first trigger event, determining the second scene position in the game scene to be marked as the second position to be marked; wherein, the second trigger event is the event at which the first trigger event ends.

[0087] The first triggering event mentioned above is a touch operation on the marker control displayed in the graphical user interface.

[0088] Before the step of determining the first scene position in the game scene to be marked as the first position in response to the first triggering event, the above method further includes: determining the first scene position in the game scene to be marked in response to the first aiming operation of the crosshair.

[0089] The step of determining the first scene position aimed at by the crosshair as the first position to be marked in response to the first trigger event includes: displaying a marking control in the graphical user interface; and determining the first scene position in the game scene aimed at by the crosshair as the first position to be marked in response to the first touch operation on the marking control; wherein the first trigger event includes the first touch operation on the marking control.

[0090] In response to the first triggering event, after determining the first scene position in the game scene to be marked as the first position, the above method further includes: displaying a first position marker at the first scene position in the game scene.

[0091] The steps for adjusting the position of the crosshair in the game scene in response to a view adjustment operation include: responding to a sliding operation on the view adjustment area of ​​the graphical user interface, controlling the scene screen to change in order to adjust the aiming position of the crosshair in the game scene.

[0092] When determining the second scene position in the game scene where the crosshair is aimed as the second position to be marked, the above method also includes: displaying a second position marker at the second scene position in the game scene.

[0093] The steps of determining a path identifier based on a first and a second position to be marked and displaying the path identifier in the game scene include: determining the arrow identifier pointing from the first position to be marked to the second position to be marked as the path identifier and displaying the path identifier in the game scene.

[0094] The game scene described above also includes a first virtual object, which is controlled by a terminal device. The method further includes: displaying a first distance at a first scene location, where the first distance is the distance between the first virtual object and the first scene location in the game scene; and displaying a second distance at a second scene location, where the second distance is the distance between the first virtual object and the second scene location in the game scene.

[0095] The above method also includes: sending the path identifier to other terminal devices so that the path identifier can be displayed on the other terminal devices.

[0096] 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.

[0097] 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:

[0098] In response to a first trigger event, the first scene position in the game scene being aimed at by the crosshair is determined as the first position to be marked. In response to a view adjustment operation, the position of the crosshair in the game scene is adjusted. In response to a second trigger event, the second scene position in the game scene being aimed at by the crosshair is determined as the second position to be marked. A path identifier is determined based on the first and second positions to be marked and displayed in the game scene. The path identifier indicates the movement path from the first position to the second position. This method, through simple interaction, allows for path marking of movement from the first scene position to the second scene position, enabling the marking of the target object's movement path. This allows players to more accurately communicate the target object's movement, improving communication efficiency and the overall gaming experience.

[0099] The above method also includes: in response to a first trigger event, controlling entry into an information marking state; in response to a view adjustment operation, adjusting the position of the crosshair in the game scene, including: in the information marking state, in response to a view adjustment operation, adjusting the position of the crosshair in the game scene.

[0100] The above-mentioned response to the view adjustment operation, adjusting the position of the crosshair in the game scene, includes: in the continuous state of the first trigger event, in response to the view adjustment operation, adjusting the position of the crosshair in the game scene; in response to the second trigger event, determining the second scene position in the game scene to be marked as the second position to be marked, including: in response to the end of the first trigger event, determining the second scene position in the game scene to be marked as the second position to be marked; wherein, the second trigger event is the event at which the first trigger event ends.

[0101] The first triggering event mentioned above is a touch operation on the marker control displayed in the graphical user interface.

[0102] Before the step of determining the first scene position in the game scene to be marked as the first position in response to the first triggering event, the above method further includes: determining the first scene position in the game scene to be marked in response to the first aiming operation of the crosshair.

[0103] The step of determining the first scene position aimed at by the crosshair as the first position to be marked in response to the first trigger event includes: displaying a marking control in the graphical user interface; and determining the first scene position in the game scene aimed at by the crosshair as the first position to be marked in response to the first touch operation on the marking control; wherein the first trigger event includes the first touch operation on the marking control.

[0104] In response to the first triggering event, after determining the first scene position in the game scene to be marked as the first position, the above method further includes: displaying a first position marker at the first scene position in the game scene.

[0105] The steps for adjusting the position of the crosshair in the game scene in response to a view adjustment operation include: responding to a sliding operation on the view adjustment area of ​​the graphical user interface, controlling the scene screen to change in order to adjust the aiming position of the crosshair in the game scene.

[0106] When determining the second scene position in the game scene where the crosshair is aimed as the second position to be marked, the above method also includes: displaying a second position marker at the second scene position in the game scene.

[0107] The steps of determining a path identifier based on a first and a second position to be marked and displaying the path identifier in the game scene include: determining the arrow identifier pointing from the first position to be marked to the second position to be marked as the path identifier and displaying the path identifier in the game scene.

[0108] The game scene described above also includes a first virtual object, which is controlled by a terminal device. The method further includes: displaying a first distance at a first scene location, where the first distance is the distance between the first virtual object and the first scene location in the game scene; and displaying a second distance at a second scene location, where the second distance is the distance between the first virtual object and the second scene location in the game scene.

[0109] The above method also includes: sending the path identifier to other terminal devices so that the path identifier can be displayed on the other terminal devices.

[0110] 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.

[0111] 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.

[0112] 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.

[0113] 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.

[0114] 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.

[0115] 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 and a scene view of at least a portion of the game scene, the method comprising: In response to the first triggering event, the first scene position in the game scene that the crosshair is aiming at is determined as the first position to be marked; In response to a view adjustment operation, the position of the crosshair in the game scene is adjusted; In response to the second triggering event, the second scene position in the game scene that the crosshair is aiming at is determined as the second position to be marked; A path identifier is determined based on the first and second positions to be marked, and the path identifier is displayed in the game scene; wherein, the path identifier is used to indicate the movement path from the first position to be marked to the second position to be marked.

2. The method according to claim 1, characterized in that, The method further includes: In response to the first triggering event, control enters the information marking state; The step of adjusting the position of the crosshair in the game scene in response to the view adjustment operation includes: In the information marking state, in response to the field of view adjustment operation, the position of the crosshair aimed at in the game scene is adjusted.

3. The method according to claim 1, characterized in that, The step of adjusting the position of the crosshair in the game scene in response to the view adjustment operation includes: While the first triggering event is ongoing, in response to the field of view adjustment operation, the position of the crosshair aimed at in the game scene is adjusted. The step of determining the second scene position in the game scene that the crosshair is aiming at as the second position to be marked in response to the second triggering event includes: In response to the end of the first triggering event, the second scene position in the game scene that the crosshair is aiming at is determined as the second position to be marked; wherein, the second triggering event is the event that the first triggering event ends.

4. The method according to claim 1, characterized in that, The first triggering event is a touch operation on the marker control displayed in the graphical user interface.

5. The method according to claim 1, characterized in that, In response to the first triggering event, before the step of determining the first scene position in the game scene that the crosshair is aiming at as the first position to be marked, the method further includes: In response to the first aiming operation of the crosshair, the first scene position in the game scene that the crosshair is aiming at is determined.

6. The method according to claim 1, characterized in that, The step of determining the first scene position aimed at by the crosshair as the first position to be marked in response to the first triggering event includes: The graphical user interface displays a marker control; In response to a first touch operation on the marking control, the first scene position in the game scene that the crosshair is aiming at is determined as the first position to be marked; The first triggering event includes a first touch operation on the marker control.

7. The method according to claim 1, characterized in that, After the step of determining the first scene position in the game scene that the crosshair is aiming at as the first position to be marked in response to the first triggering event, the method further includes: A first location marker is displayed at the first scene location in the game scene.

8. The method according to claim 1, characterized in that, The step of adjusting the position of the crosshair in the game scene in response to a view adjustment operation includes: In response to a sliding operation on the field of view adjustment area of ​​the graphical user interface, the scene screen is controlled to change, so as to adjust the aiming position of the crosshair relative to the game scene.

9. The method according to claim 1, characterized in that, When determining the second scene position in the game scene that the crosshair is aiming at as the second position to be marked, the method further includes: displaying a second position identifier at the second scene position in the game scene.

10. The method according to claim 1, characterized in that, The step of determining a path identifier based on the first and second positions to be marked, and displaying the path identifier in the game scene, includes: The arrow marker pointing from the first position to be marked to the second position to be marked is identified as the path marker, and the path marker is displayed in the game scene.

11. The method according to claim 1, characterized in that, The game scene also includes a first virtual object, which is controlled by the terminal device. The method further includes: A first distance is displayed at the first scene location, where the first distance is the distance between the first virtual object and the first scene location in the game scene; A second distance is displayed at the second scene location, which is the distance between the first virtual object and the second scene location in the game scene.

12. The method according to claim 1, characterized in that, The method further includes: The path identifier is sent to other terminal devices so that the path identifier can be displayed on the other terminal devices.

13. An information marking device for a game, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface including a crosshair and scene screens of at least part of the game scene, the device comprising: The first position to be marked module is used to determine the first scene position in the game scene that the crosshair is aiming at as the first position to be marked in response to the first trigger event; A field-of-view adjustment module is used to adjust the position of the crosshair in the game scene in response to a field-of-view adjustment operation; The second position to be marked module is used to determine the second scene position in the game scene that the crosshair is aiming at as the second position to be marked in response to the second triggering event; A path identifier display module is used to determine a path identifier based on the first position to be marked and the second position to be marked, and to display the path identifier in the game scene; wherein, the path identifier is used to indicate: the movement path from the first position to be marked to the second position to be marked.

14. 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 1-12.

15. 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 1-12.

Citation Information

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