Mark display method and device, storage medium and electronic equipment

By automatically displaying target marks by using voice input to match preset words in the game, the problem of high complexity of game operations is solved, and the game experience and visual effects are optimized.

CN119139685APending Publication Date: 2024-12-17TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202411227317.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2021-10-09
Publication Date
2024-12-17

AI Technical Summary

Technical Problem

In existing games, the marking operation by clicking the 'universal punctuation key' increases the complexity of the player's hands operation, and the unnecessary virtual buttons will affect the player's visual experience.

Method used

In the game, when the virtual character is in the target state, the target mark is automatically displayed through voice input and matching with the preset word, which is used to identify the virtual character or its location, reduce the complexity of manual operation, and optimize the game screen.

Benefits of technology

It reduces the complexity of game operations, increases the probability of novice players being rescued, improves the game experience, and reduces the player's understanding cost and operation burden.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119139685A_ABST
    Figure CN119139685A_ABST
Patent Text Reader

Abstract

The invention discloses a mark display method and device, a storage medium and electronic equipment. The method comprises the steps that a virtual scene where a first virtual character in a target game application is located is displayed; when the first virtual character is in the target state, acquiring input target voice information; and when the target voice information is matched with the preset target word, displaying the target mark. The technical problem that the complexity of game operation is high is solved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the field of computers, and in particular to a marking display method and device, a storage medium and an electronic device. Background Art

[0002] In related games, turning on the "universal punctuation key" in the game settings will display the "universal punctuation key" on the game screen. Players can mark the location they want to mark by clicking the "universal punctuation key" on the game screen. However, the method of marking by clicking the "universal punctuation key" increases the complexity of the player's two-handed operation. For example, in a game scene where both sides of the game are attacking, the player needs to control the movement direction of the virtual character with his left hand and the attack operation performed by the virtual character with his right hand. If marking is required at this time, due to the limitation of two-handed operation, the player can only abandon some operations among the three operations of controlling the movement direction, performing attack operations and marking. In addition, displaying more virtual buttons on the game screen will affect the player's visual experience.

[0003] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0004] The embodiments of the present invention provide a method and device for displaying a mark, a storage medium, and an electronic device, so as to at least solve the technical problem of high complexity of game operation.

[0005] According to one aspect of an embodiment of the present invention, a mark display method is provided, comprising: displaying a virtual scene where a first virtual character in the target game application is located; when the first virtual character is in a target state, obtaining input target voice information; when the target voice information matches a preset target word, displaying a target mark, wherein the target mark is used to identify a target position corresponding to the first virtual character, the target word is a word pre-set in the target game application, and the target mark is a mark visible to virtual characters in the same camp as the first virtual character.

[0006] Optionally, when the first virtual character is in a target state, obtaining input target voice information includes: when the first virtual character is in a fallen state, obtaining the input target voice information; and displaying the target mark includes: displaying the target mark, wherein the target mark is used to identify the falling position of the first virtual character.

[0007] Optionally, the acquiring input target voice information when the first virtual character is in a target state includes: acquiring the input target voice information when the first virtual character is in a prohibited movement state; and the displaying the target mark includes: displaying the target mark, wherein the target mark is used to identify the position of the first virtual character when it is prohibited from moving.

[0008] Optionally, obtaining input target voice information when the first virtual character is in a target state includes: obtaining the input target voice information when the first virtual character is in a slow moving state, wherein the movement speed of the first virtual character in the slow moving state is less than the speed in the normal moving state; displaying the target mark includes: displaying the target mark, wherein the target mark is used to identify the current position of the first virtual character, and the target mark is set to move with the first virtual character.

[0009] Optionally, when the first virtual character is in the target state, obtaining the input target voice information includes: when the first virtual character is in a normal moving state, obtaining the input target voice information, wherein the moving speed of the first virtual character in the normal moving state is a preset speed; and displaying the target mark includes: displaying the target mark, wherein the target mark is used to identify the current position of the first virtual character, and the target mark is set to move with the first virtual character, or used to identify a first position corresponding to the first virtual character, the first position is a collision position between the orientation of the first virtual character and a first virtual object, and the first virtual object is the first virtual object collided in the orientation of the first virtual character, or used to identify a second position corresponding to the first virtual character, the second position is a collision position between the crosshair direction of the virtual prop currently used by the first virtual character and a second virtual object, and the second virtual object is the first virtual object collided in the crosshair direction.

[0010] Optionally, the method further comprises: displaying target prompt information when displaying the target mark, wherein the target prompt information is used to prompt the target state of the first virtual character.

[0011] Optionally, the displaying of target prompt information includes: when the first virtual character is in a falling state, displaying the target prompt information, wherein the target prompt information is used to prompt that the first virtual character is in the falling state; or when the first virtual character is in a prohibited movement state, displaying the target prompt information, wherein the target prompt information is used to prompt that the first virtual character is in the prohibited movement state; or when the first virtual character is in a slow moving state, displaying the target prompt information, wherein the target prompt information is used to prompt that the first virtual character is in the slow moving state, and the moving speed of the first virtual character in the slow moving state is less than the speed in the normal moving state; or when the first virtual character is in a normal moving state, displaying the target prompt information, wherein the target prompt information is used to prompt that the first virtual character is in the normal moving state and the moving direction of the first virtual character.

[0012] Optionally, the method further includes: when the target voice information matches the preset target word, setting the target mark to be a mark visible to virtual characters in the same camp as the first virtual character.

[0013] Optionally, setting the target mark to be a mark visible to virtual characters in the same camp as the first virtual character includes: setting the target mark to be a mark visible to a second virtual character, wherein the second virtual character is in the same camp as the first virtual character, and the distance between the second virtual character and the target position is less than or equal to a preset distance; or setting the target mark to be a mark visible to a third virtual character, wherein the third virtual character is in the same camp as the first virtual character, and the life value of the third virtual character is greater than or equal to a preset life value; or setting the target mark to be a mark visible to a fourth virtual character, wherein the fourth virtual character is in the same camp as the first virtual character, the distance between the fourth virtual character and the target position is less than or equal to the preset distance, and the life value of the fourth virtual character is greater than or equal to the preset life value.

[0014] Optionally, displaying the target mark includes at least one of the following: displaying the target mark in the virtual scene where the first virtual character is located, wherein the target mark is set to be visible to a second virtual character in the same camp as the first virtual character, and the distance between the second virtual character and the target position is less than or equal to a preset distance, so as to prompt the second virtual character in the same camp as the first virtual character of the target position; displaying the target mark on a mini-map of the target game application, wherein the target mark displayed on the mini-map is set to be visible to the virtual character in the same camp as the first virtual character, so as to prompt the virtual character in the same camp as the first virtual character of the target position.

[0015] Optionally, the method further includes: acquiring the preset target word in the target game configuration interface, wherein the target word is used to trigger display of the target mark.

[0016] Optionally, obtaining the preset target words in the target game configuration interface includes: when the target state includes multiple states, obtaining corresponding words set for each of the multiple states in the target game configuration interface, wherein the target words include corresponding words set for each state; or when the target state includes multiple states, obtaining corresponding words set for the multiple states in the target game configuration interface, wherein the target words include corresponding words set for the multiple states.

[0017] According to another aspect of an embodiment of the present invention, a mark display device is also provided, including: a first display module, used to display a virtual scene where a first virtual character in the target game application is located; an acquisition module, used to acquire input target voice information when the first virtual character is in a target state; a second display module, used to display a target mark when the target voice information matches a preset target word, wherein the target mark is used to identify a target position corresponding to the first virtual character, the target word is a word pre-set in the target game application, and the target mark is a mark visible to virtual characters in the same camp as the first virtual character.

[0018] According to another aspect of an embodiment of the present invention, a computer-readable storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned marking display method when running.

[0019] According to another aspect of the embodiments of the present application, a computer program product or a computer program is provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above marking display method.

[0020] According to another aspect of an embodiment of the present invention, there is provided an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the marking display method through the computer program.

[0021] In an embodiment of the present invention, a word is pre-set in the game, and when the virtual character in the game is in the target state, the player's voice information is automatically triggered to be obtained. If the obtained voice information matches the pre-set word, a corresponding position mark is added to the game scene, and the position mark is visible to the virtual character in the same camp as the virtual character. The player can add the corresponding position mark in the game scene by voice, without adding the mark by clicking a virtual button, which reduces the player's manual operation and the complexity of the game operation, thereby solving the technical problem of high complexity of the game operation in the related art. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0023] Figure 1 is a schematic diagram of an application environment of an optional marking display method according to an embodiment of the present invention;

[0024] Figure 2 is a flow chart of an optional marking display method according to an embodiment of the present invention;

[0025] Figure 3 is an optional game screen diagram according to an embodiment of the present invention Figure 1 ;

[0026] Figure 4 is an optional game screen diagram according to an embodiment of the present invention Figure 2 ;

[0027] Figure 5 is an optional game screen diagram according to an embodiment of the present invention Figure 3 ;

[0028] Figure 6is an optional game screen diagram according to an embodiment of the present invention Figure 4 ;

[0029] Figure 7 is an optional game screen diagram according to an embodiment of the present invention Figure 5 ;

[0030] Figure 8 is an optional game screen diagram according to an embodiment of the present invention Figure 6 ;

[0031] Fig. 9 is an optional game screen diagram according to an embodiment of the present invention Figure 7 ;

[0032] Fig.10 is an optional game screen diagram according to an embodiment of the present invention Figure 8 ;

[0033] Fig.11 is an optional game screen diagram according to an embodiment of the present invention Figure 9 ;

[0034] Fig.12 is an optional game screen diagram according to an embodiment of the present invention Figure 10 ;

[0035] Fig.13 is a schematic diagram of an optional game configuration interface according to an embodiment of the present invention Figure 1 ;

[0036] Fig.14 is a schematic diagram of an optional game configuration interface according to an embodiment of the present invention Figure 2 ;

[0037] Fig.15 is a schematic structural diagram of an optional marking display device according to an embodiment of the present invention;

[0038] Fig.16 is a schematic structural diagram of an optional electronic device according to an embodiment of the present invention;

[0039] Fig.17 is a schematic diagram of an optional computer program product according to an embodiment of the present invention. DETAILED DESCRIPTION

[0040] In order to enable those skilled in the art to better understand the scheme of the present invention, the technical scheme in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present invention.

[0041] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0042] According to one aspect of an embodiment of the present invention, a marking display method is provided. Optionally, as an optional implementation, the marking display method can be but is not limited to being applied to: Figure 1 In the application environment shown. The above application environment includes a user device 102, a network 110 and a server 112, wherein the user device may include a memory 104, a processor 106 and a display 108, and the above memory is used to store game data, including but not limited to the above: preset target words. The above processor is used to process the game data, including but not limited to: when the first virtual character is in the target state, obtaining the input target voice information. The above display is used to display the game screen, including but not limited to: displaying the virtual scene where the first virtual character in the target game application is located, and displaying the target mark.

[0043] Optionally, in this embodiment, the user device may be a terminal device configured with a target application, and may include but is not limited to at least one of the following: a mobile phone (such as an Android phone, an iOS phone, etc.), a laptop, a tablet computer, a PDA, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, etc. The target application may be a video application, an instant messaging application, a browser application, an educational application, a game application, etc.

[0044] The above-mentioned network 110 may include but is not limited to: a wired network and a wireless network, wherein the wired network includes: a local area network, a metropolitan area network and a wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication.

[0045] The server may be a single server, or a server cluster consisting of multiple servers, or a cloud server. The server 112 includes a database 114 and a processing engine 116, wherein the database 114 is used to store game data, including but not limited to the preset target words, and the processing engine is used to process the game data, including but not limited to obtaining input target voice information when the first virtual character is in the target state. The above is only an example, and this embodiment does not make any limitation to this.

[0046] Optionally, as an optional implementation, as Figure 2 As shown, the above-mentioned marking display method includes:

[0047] Step S202, displaying a virtual scene where the first virtual character in the target game application is located;

[0048] The target game application includes but is not limited to shooting games, racing games, etc. The first virtual character is a game character controlled by a player through a game application. The virtual scene is a game scene in a game application.

[0049] Step S204, when the first virtual character is in the target state, obtaining input target voice information;

[0050] The above target states include, but are not limited to, a falling state, a prohibited movement state, a slow movement state, etc. If the first virtual character is in the above target state, the voice switch is automatically triggered to obtain the player's voice information.

[0051] Step S206, when the target voice information matches a preset target word, a target mark is displayed, wherein the target mark is used to identify the target position corresponding to the first virtual character, the target word is a word pre-set in the target game application, and the target mark is a mark visible to virtual characters in the same camp as the first virtual character.

[0052] Among them, the above-mentioned preset target words can be words set in advance by the player, such as "save me", "pull me", etc., and the player can set them arbitrarily as needed. If the voice information spoken by the player matches the preset target word, a mark is added to the first virtual character. For example, the target word preset by the player is "save me". When the first virtual character controlled by the player is in a fallen state, the player speaks the voice message of "save me", then a mark is added to the first virtual character in the game scene. The mark is used to identify the location of the first virtual character. Specifically, the location of the first virtual character can be displayed in the mark, or an arbitrary mark can be placed on the location of the first virtual character, so that even if the second virtual character belonging to the same camp as the first virtual character sees the mark of the first virtual character, it can rescue the first virtual character.

[0053] Optionally, when the first virtual character is in a target state, obtaining input target voice information includes: when the first virtual character is in a fallen state, obtaining the input target voice information; and displaying the target mark includes: displaying the target mark, wherein the target mark is used to identify the falling position of the first virtual character.

[0054] As an optional implementation, the above-mentioned falling state is a state in which the remaining health bar of the first virtual character is less than or equal to a preset value after the first virtual character is attacked. The preset value can be set according to actual conditions, for example, 5, 7, 10, etc. The remaining health bar of the virtual character in the falling state will continue to decrease. When the remaining health bar decreases to 0, if the first virtual character is not rescued by teammates, the first virtual character is eliminated and cannot continue to participate in this game. If the first virtual character is rescued by teammates before the remaining health bar decreases to 0, the first virtual character can continue to participate in the game.

[0055] As an optional implementation, Figure 3As shown, the first virtual character in the game scene is in a state of falling down. When the first virtual character in the game scene is detected to be in a state of falling down, the voice marking function is triggered. If the player sends a target voice message "Save me" at this time, the target voice message "Save me" sent by the player is matched with the preset words. Assuming that the preset words are "Save me", the voice message sent by the player matches the preset words, and the target mark is displayed in the game screen. The mark is used to identify the falling position of the first virtual character. The specific display method of the target mark can be determined according to the actual situation. For example, a mark matching the preset words can be displayed above the first virtual character, such as "Save me" as shown in the figure, or other types of marks can be displayed, such as displaying a position mark to indicate the falling position of the first virtual character. The second virtual character belonging to the same camp as the first virtual character can see the mark in the game application, and the current location of the first virtual character can be determined by the mark, so that the first virtual character can be rescued.

[0056] Optionally, the acquiring input target voice information when the first virtual character is in a target state includes: acquiring the input target voice information when the first virtual character is in a prohibited movement state; and the displaying the target mark includes: displaying the target mark, wherein the target mark is used to identify the position of the first virtual character when it is prohibited from moving.

[0057] As an optional implementation, the prohibited movement state is that the first virtual character cannot move in the virtual game scene, and the first virtual character in this state is easily attacked by the enemy virtual character. If the first virtual character is rescued by a virtual character in the same camp in the prohibited movement state, the first virtual character can be prevented from being attacked by the enemy.

[0058] As an optional implementation, Figure 4As shown, the first virtual character in the game scene is in a prohibited movement state. When the first virtual character in the game scene is detected to be in a prohibited movement state, the voice marking function is triggered. If the player sends a target voice message "pull me" at this time, the target voice message "pull me" sent by the player is matched with the preset words. Assuming that the preset words are "pull me", the voice message sent by the player matches the preset words, and the target mark is displayed in the game screen. The mark is used to identify the current position of the first virtual character in the game scene. The specific display method of the target mark can be determined according to the actual situation. For example, a mark matching the preset words can be displayed above the first virtual character, such as "pull me" as shown in the figure, or other types of marks can be displayed, such as displaying a position mark to indicate the current position of the first virtual character. The second virtual character belonging to the same camp as the first virtual character can see the mark in the game application, and the current position of the first virtual character can be determined by the mark, so that the first virtual character can be rescued.

[0059] Optionally, obtaining input target voice information when the first virtual character is in a target state includes: obtaining the input target voice information when the first virtual character is in a slow moving state, wherein the movement speed of the first virtual character in the slow moving state is less than the speed in the normal moving state; displaying the target mark includes: displaying the target mark, wherein the target mark is used to identify the current position of the first virtual character, and the target mark is set to move with the first virtual character.

[0060] The above-mentioned slow moving state is that in the virtual game scene, the moving speed of the first virtual character is less than or equal to the preset moving speed, and the preset moving speed can be set according to the actual situation, such as moving 1 meter per minute, moving 3 steps per minute, etc. Since the moving speed of the first virtual character is slow, the first virtual character in this state is easily attacked by the enemy virtual character. If the first virtual character is rescued by the virtual character of the same camp in the slow moving state, the first virtual character can be prevented from being attacked by the enemy.

[0061] As an optional implementation, Figure 5As shown, the first virtual character in the game scene is in a slow moving state. When the first virtual character in the game scene is detected to be in a slow moving state, the voice marking function is triggered. If the player sends a target voice message "pull me" at this time, the target voice message "pull me" sent by the player is matched with the preset words. Assuming that the preset words are "pull me", the voice message sent by the player matches the preset words, and the target mark is displayed in the game screen. The mark is used to identify the current position of the first virtual character in the game scene. The target mark can be displayed above the first virtual character. The target mark moves slowly with the first virtual character, and the current position of the first virtual character can be located in real time through the target mark. The specific display method of the target mark can be determined according to the actual situation. For example, a mark matching the preset words can be displayed above the first virtual character, such as "pull me" as shown in the figure, or other types of marks can be displayed, such as displaying a position mark to indicate the current position of the first virtual character. The second virtual character belonging to the same camp as the first virtual character can see the mark in the game application, and the current position of the first virtual character can be determined through the mark, so that the first virtual character can be rescued.

[0062] Optionally, when the first virtual character is in the target state, obtaining the input target voice information includes: when the first virtual character is in a normal moving state, obtaining the input target voice information, wherein the moving speed of the first virtual character in the normal moving state is a preset speed; and displaying the target mark includes: displaying the target mark, wherein the target mark is used to identify the current position of the first virtual character, and the target mark is set to move with the first virtual character, or used to identify a first position corresponding to the first virtual character, the first position is a collision position between the orientation of the first virtual character and a first virtual object, and the first virtual object is the first virtual object collided in the orientation of the first virtual character, or used to identify a second position corresponding to the first virtual character, the second position is a collision position between the crosshair direction of the virtual prop currently used by the first virtual character and a second virtual object, and the second virtual object is the first virtual object collided in the crosshair direction.

[0063] As an optional implementation, in a virtual game scene, the first virtual character can mark any position or any virtual object in the virtual scene. The first virtual character moves normally in the virtual game scene, and the normal moving speed is a preset speed. The speed value of the preset speed can be determined according to actual conditions, such as 1 meter per minute, 20 steps per minute, etc. In the process of the player controlling the first virtual character to move normally in the virtual game scene, if the player sends a voice message, the target game application obtains the voice message and matches the voice message with a preset word. If the voice message sent by the player matches the preset word, the position of the first virtual character controlled by the player, or the position pointed to, or the virtual object pointed to is marked with a target mark.

[0064] As an optional implementation, Figure 6 As shown, in the target game application, the current state of the first virtual character controlled by the player is a normal moving state. If the player sends a target voice message (such as "I'm here" as shown in the figure), a target mark is displayed in the game screen, and the target mark can be displayed above the first virtual character. The target mark moves with the movement of the first virtual character, and the target mark is used to indicate the current location of the first virtual character. In the target game application, virtual characters belonging to the same camp as the first virtual character can find the current location of the first virtual character according to the target mark, and virtual characters in the same camp can make further game decisions according to the current location of the first virtual character, thereby enhancing the game experience of players in team games.

[0065] As an optional implementation, Figure 7 As shown, during the normal movement of the first virtual character in the game scene, if the player sends a target voice message (such as "I marked a location" as shown in the figure), if the target voice message matches the words "I marked a location" pre-set by the player, a target mark is added at the collision position between the first virtual character's orientation and the virtual object. As shown in the figure, the collision position between the orientation of the first virtual character and the virtual wall is the first position, and a target mark is added at this position. The target mark is the position marked by the first virtual character. The first virtual character and the virtual characters belonging to the same camp as the first virtual character can see the target mark in the virtual game scene. The first virtual character can record its own movement trajectory by adding a target mark, and the virtual characters in the same camp can also understand the movement trajectory of the first virtual character through the target mark added by the first virtual character.

[0066] As an optional implementation, if the player wants to mark the location of a virtual object, the player can use the crosshairs of a virtual prop (e.g., a shooting gun, a pistol, etc.) to aim at the desired location or object. If the player issues a target voice message, such as, "I marked an object," "I marked a location." If the target voice message issued by the player matches a preset target word, a target mark is added to the second location aimed at by the crosshairs of the virtual prop used by the first virtual character. The second location may be the collision location between the crosshairs and the virtual object. Figure 8 As shown, during the normal movement of the first virtual character in the game scene, if the player sends a target voice message (such as "I marked an object" as shown in the figure), if the target voice message matches the words "I marked an object" pre-set by the player, a target mark is added at the collision position between the crosshair direction of the virtual prop used by the first virtual character and the virtual object. For example, the collision position between the orientation of the first virtual character and the virtual object (shooting gun) in the figure is the second position, and a target mark is added at this position. The target mark is the position marked by the first virtual character. Virtual characters belonging to the same camp as the first virtual character can see the target mark in the virtual game scene. Through the target mark in the virtual game scene, the player can find the marked virtual object (for example, virtual props, virtual items, etc.).

[0067] Optionally, the method further comprises: displaying target prompt information when displaying the target mark, wherein the target prompt information is used to prompt the target state of the first virtual character.

[0068] As an optional implementation, Figures 3 to 8 In the game screen shown in , a target mark is displayed in the game screen, and the state of the first virtual character is displayed in the game screen, for example, Figure 3 In the falling state, Figure 4 The prohibited movement state in Figure 5 The slow movement state in Figures 6 to 8 Normal moving state in.

[0069] Optionally, the displaying of target prompt information includes: when the first virtual character is in a falling state, displaying the target prompt information, wherein the target prompt information is used to prompt that the first virtual character is in the falling state; or when the first virtual character is in a prohibited movement state, displaying the target prompt information, wherein the target prompt information is used to prompt that the first virtual character is in the prohibited movement state; or when the first virtual character is in a slow moving state, displaying the target prompt information, wherein the target prompt information is used to prompt that the first virtual character is in the slow moving state, and the moving speed of the first virtual character in the slow moving state is less than the speed in the normal moving state; or when the first virtual character is in a normal moving state, displaying the target prompt information, wherein the target prompt information is used to prompt that the first virtual character is in the normal moving state and the moving direction of the first virtual character.

[0070] As an optional implementation, Figure 3 As shown in FIG. 1 , when the first virtual character is in a fallen state, the current state of the first virtual character is displayed as fallen in the game screen. Figure 4 As shown, when the first virtual character is in a prohibited movement state, the current state of the first virtual character is displayed in the game screen as prohibited movement. Figure 5 As shown in the figure, when the first virtual character is in a slow moving state, the current state of the first virtual character is displayed in the game screen as slow moving, and the current moving speed of the first virtual character is displayed in the game screen. For example, the moving speed of the first virtual character shown in the figure is 1 meter per minute. Figures 6 to 8 As shown, when the first virtual character is in a normal moving state, the current state of the first virtual character is displayed in the game screen as normal moving, and the current moving direction of the first virtual character is displayed, such as Figure 6 Moving forward in Figure 7 Move right in Figure 8 Move left in .

[0071] Optionally, the method further includes: when the target voice information matches the preset target word, setting the target mark to be a mark visible to virtual characters in the same camp as the first virtual character.

[0072] As an optional implementation, the target mark added by the first virtual character in the game scene is visible to other virtual characters in the same camp. The target mark in the game screen of the virtual character belonging to the same camp as the first virtual character is the mark added by the first virtual character, and the mark is visible to the second virtual character, and the virtual character can find the virtual item or location marked by the first virtual character through the mark.

[0073] Optionally, setting the target mark to be a mark visible to virtual characters in the same camp as the first virtual character includes: setting the target mark to be a mark visible to a second virtual character, wherein the second virtual character is in the same camp as the first virtual character, and the distance between the second virtual character and the target position is less than or equal to a preset distance; or setting the target mark to be a mark visible to a third virtual character, wherein the third virtual character is in the same camp as the first virtual character, and the life value of the third virtual character is greater than or equal to a preset life value; or setting the target mark to be a mark visible to a fourth virtual character, wherein the fourth virtual character is in the same camp as the first virtual character, the distance between the fourth virtual character and the target position is less than or equal to the preset distance, and the life value of the fourth virtual character is greater than or equal to the preset life value.

[0074] As an optional implementation, Fig. 9 As shown, the game screen shown in the figure is a game screen of the second virtual character, wherein the distance between the second virtual character and the target mark added by the first virtual character is less than or equal to the preset distance, wherein the preset distance can be determined according to the actual situation, for example, it can be 5 meters, 7 meters, 10 meters, etc. That is, when the distance between the virtual character belonging to the same camp as the first virtual character and the target mark is less than the preset distance, the target mark can be seen in the game screen, and other virtual characters in the same camp as the first virtual character can find the position or item marked by the first virtual character through the target mark.

[0075] like Fig.10 As shown, the game screen shown in the figure is a game screen of a third virtual character, wherein the third virtual character belongs to the same camp as the first virtual character, and the health value of the third virtual character is greater than or equal to the preset health value, and the preset health value can be determined according to the actual situation, for example, it can be 30% of the health, 50% of the health, 60% of the health, etc. As shown in the figure, the current health value of the third virtual character is 68% of the health, which is greater than the preset health value, and the target mark added by the first virtual character is displayed in the game screen of the third virtual character, and the third virtual character can find the position or virtual item marked by the first virtual character through the target mark.

[0076] like Fig.11As shown, the game screen shown in the figure is a game screen of the fourth virtual character, wherein the distance between the fourth virtual character and the target mark added by the first virtual character is less than or equal to the preset distance, wherein the preset distance can be determined according to the actual situation, for example, it can be 5 meters, 7 meters, 10 meters, etc., and the life value of the fourth virtual character is greater than or equal to the preset life value, and the preset life value can be determined according to the actual situation, for example, 30% of the health, 50% of the health, 60% of the health, etc. That is, when the distance between the virtual character belonging to the same camp as the first virtual character and the target mark is less than the preset distance, and the life value of the virtual character is greater than or equal to the preset life value, the target mark can be seen in the game screen, and other virtual characters in the same camp as the first virtual character can find the position or item marked by the first virtual character through the target mark.

[0077] Optionally, displaying the target mark includes at least one of the following: displaying the target mark in the virtual scene where the first virtual character is located, wherein the target mark is set to be visible to a second virtual character in the same camp as the first virtual character, and the distance between the second virtual character and the target position is less than or equal to a preset distance, so as to prompt the second virtual character in the same camp as the first virtual character of the target position; displaying the target mark on a mini-map of the target game application, wherein the target mark displayed on the mini-map is set to be visible to the virtual character in the same camp as the first virtual character, so as to prompt the virtual character in the same camp as the first virtual character of the target position.

[0078] As an optional implementation, Fig.12 The figure shows a schematic diagram of a game screen according to an optional embodiment of the present invention, which is a schematic diagram of a game screen of a second virtual character belonging to the same camp as the first virtual character, in which a small map is displayed, a target mark is displayed in the small map, and a target mark is also displayed in the game scene where the first virtual character in the game screen is located. The target mark in the small map is visible to virtual characters belonging to the same camp as the first virtual character, and the virtual characters belonging to the same camp as the first virtual character include the second virtual character shown in the figure. The target mark in the virtual scene is visible to virtual characters belonging to the same camp as the first virtual character, and the distance between the target mark and the virtual character is less than the preset distance. The second virtual character shown in the figure belongs to the same camp as the first virtual character, and the distance between the second virtual character and the target mark is less than or equal to the preset distance. The preset distance can be determined according to the actual situation, such as 3 meters, 5 meters, 10 meters, etc. In this embodiment, by displaying the target mark in the small map, the virtual characters in the same camp can be reminded of the location of the target mark, so as to rescue the first virtual character in time.

[0079] Optionally, the method further includes: acquiring the preset target word in the target game configuration interface, wherein the target word is used to trigger display of the target mark.

[0080] As an optional implementation, Fig.13 Shown is the target game configuration interface, in which the player clicks to add a virtual button, and a voice word input area is displayed in the configuration interface, in which the player can enter preset target words, for example, "save me", "pull me", etc. as shown in the figure.

[0081] Optionally, obtaining the preset target words in the target game configuration interface includes: when the target state includes multiple states, obtaining corresponding words set for each of the multiple states in the target game configuration interface, wherein the target words include corresponding words set for each state; or when the target state includes multiple states, obtaining corresponding words set for the multiple states in the target game configuration interface, wherein the target words include corresponding words set for the multiple states.

[0082] As an optional implementation, Fig.14 As shown, in the setting interface, the player clicks to open the "Universal Mark Point" and turns on the voice setting function. The target game configuration interface is displayed. In this configuration interface, the player can set the corresponding target words for each state, and can also set the corresponding target words for all states. For example, the player can select the corresponding state in the state selection menu. For example, if the player selects "fallen", the player can set the corresponding target word for the fallen state. If the player selects "prohibited from moving", the player can set the corresponding target word for the prohibited from moving state. If the player selects all states, the player can set the corresponding target words for all states.

[0083] This application combines the player's behavior in the actual game process with voice triggers (such as calling for help after falling to the ground) to achieve natural information expression, indirectly increasing the probability of novice players being rescued, thereby improving the novice experience. Players can trigger punctuation through voice without any manual operation, reducing the player's understanding cost and operation burden, and improving the gaming experience.

[0084] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity, they are all described as a series of action combinations, but those skilled in the art should know that the present invention is not limited by the described action sequence, because according to the present invention, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present invention.

[0085] According to another aspect of the embodiments of the present invention, a marking display device for implementing the marking display method is also provided. Fig.15 As shown, the device includes: a first display module 1502, used to display a virtual scene where a first virtual character in the target game application is located; an acquisition module 1504, used to acquire input target voice information when the first virtual character is in a target state; a second display module 1506, used to display a target mark when the target voice information matches a preset target word, wherein the target mark is used to identify a target position corresponding to the first virtual character, the target word is a word pre-set in the target game application, and the target mark is a mark visible to virtual characters in the same camp as the first virtual character.

[0086] Optionally, the above-mentioned device is also used to obtain the input target voice information when the first virtual character is in a fallen state; and display the target mark, wherein the target mark is used to identify the fallen position of the first virtual character.

[0087] Optionally, the above-mentioned device is also used to obtain the input target voice information when the first virtual character is in a prohibited movement state; and display the target mark, wherein the target mark is used to identify the position of the first virtual character when it is prohibited from moving.

[0088] Optionally, the above-mentioned device is also used to obtain the input target voice information when the first virtual character is in a slow moving state, wherein the moving speed of the first virtual character in the slow moving state is less than the speed in the normal moving state; display the target mark, wherein the target mark is used to identify the current position of the first virtual character, and the target mark is set to move with the first virtual character.

[0089] Optionally, the above-mentioned device is also used to obtain the input target voice information when the first virtual character is in a normal moving state, wherein the moving speed of the first virtual character in the normal moving state is a preset speed; display the target mark, wherein the target mark is used to identify the current position of the first virtual character, and the target mark is set to move with the first virtual character, or to identify a first position corresponding to the first virtual character, the first position is a collision position between the orientation of the first virtual character and a first virtual object, and the first virtual object is the first virtual object collided in the orientation of the first virtual character, or to identify a second position corresponding to the first virtual character, the second position is a collision position between the crosshair direction of the virtual prop currently used by the first virtual character and a second virtual object, and the second virtual object is the first virtual object collided in the crosshair direction.

[0090] Optionally, the above-mentioned device is also used to display the target mark in the virtual scene where the first virtual character is located, wherein the target mark is set to be visible to a second virtual character in the same camp as the first virtual character, and the distance between the second virtual character and the target position is less than or equal to a preset distance, so as to prompt the second virtual character in the same camp as the first virtual character of the target position; and display the target mark on a mini-map of the target game application, wherein the target mark displayed on the mini-map is set to be visible to the virtual character in the same camp as the first virtual character, so as to prompt the virtual character in the same camp as the first virtual character of the target position.

[0091] Optionally, the above-mentioned device is also used to display target prompt information when displaying the target mark, wherein the target prompt information is used to prompt the target state of the first virtual character.

[0092] Optionally, the above-mentioned device is also used to display the target prompt information when the first virtual character is in a falling state, wherein the target prompt information is used to prompt that the first virtual character is in the falling state; display the target prompt information when the first virtual character is in a prohibited movement state, wherein the target prompt information is used to prompt that the first virtual character is in the prohibited movement state; display the target prompt information when the first virtual character is in a slow moving state, wherein the target prompt information is used to prompt that the first virtual character is in the slow moving state, and the moving speed of the first virtual character in the slow moving state is less than the speed in the normal moving state; display the target prompt information when the first virtual character is in a normal moving state, wherein the target prompt information is used to prompt that the first virtual character is in the normal moving state and the moving direction of the first virtual character.

[0093] Optionally, the above-mentioned device is also used to set the target mark to be a mark visible to virtual characters in the same camp as the first virtual character when the target voice information matches the preset target word.

[0094] Optionally, the above-mentioned device is also used to set the target mark to be a mark visible to a second virtual character, wherein the second virtual character is in the same camp as the first virtual character, and the distance between the second virtual character and the target position is less than or equal to a preset distance; set the target mark to be a mark visible to a third virtual character, wherein the third virtual character is in the same camp as the first virtual character, and the life value of the third virtual character is greater than or equal to a preset life value; set the target mark to be a mark visible to a fourth virtual character, wherein the fourth virtual character is in the same camp as the first virtual character, the distance between the fourth virtual character and the target position is less than or equal to the preset distance, and the life value of the fourth virtual character is greater than or equal to the preset life value.

[0095] Optionally, the above-mentioned device is also used to obtain the preset target word in the target game configuration interface, wherein the target word is used to trigger the display of the target mark.

[0096] Optionally, the above-mentioned device is also used to obtain corresponding words set for each of the multiple states in the target game configuration interface when the target state includes multiple states, wherein the target words include corresponding words set for each state; when the target state includes multiple states, obtain corresponding words set for the multiple states in the target game configuration interface, wherein the target words include corresponding words set for the multiple states.

[0097] According to another aspect of the embodiment of the present invention, an electronic device for implementing the above-mentioned marking display method is also provided. The electronic device may be Figure 1 The terminal device or server shown in the figure. This embodiment is described by taking the electronic device as a server as an example. Fig.16 As shown, the electronic device includes a memory 1602 and a processor 1604. The memory 1602 stores a computer program, and the processor 1604 is configured to execute the steps in any of the above method embodiments through the computer program.

[0098] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0099] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0100] S1, displaying a virtual scene where a first virtual character in the target game application is located;

[0101] S2, when the first virtual character is in a target state, obtaining input target voice information;

[0102] S3, when the target voice information matches a preset target word, a target mark is displayed, wherein the target mark is used to identify a target position corresponding to the first virtual character, the target word is a word pre-set in the target game application, and the target mark is a mark visible to virtual characters in the same camp as the first virtual character.

[0103] Alternatively, a person skilled in the art may understand that: Fig.16 The structure shown is for illustration only, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID), a PAD, and other terminal devices. Fig.16 The electronic device and the electronic equipment described above are not limited in structure. Fig.16 More or fewer components (such as network interfaces, etc.) as shown in, or with Fig.16 Different configurations are shown.

[0104] Among them, the memory 1602 can be used to store software programs and modules, such as the program instructions / modules corresponding to the marking display method and device in the embodiment of the present invention. The processor 1604 executes various functional applications and data processing by running the software programs and modules stored in the memory 1602, that is, to implement the above-mentioned marking display method. The memory 1602 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1602 may further include a memory remotely located relative to the processor 1604, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1602 may specifically be used, but is not limited to, to store information such as sample characteristics of items and target virtual resource accounts. As an example, such as Fig.16 As shown, the memory 1602 may include but is not limited to the first display module 1502, the acquisition module 1504, and the second display module 1506 in the mark display device. In addition, it may also include but is not limited to other module units in the mark display device, which will not be repeated in this example.

[0105] Optionally, the transmission device 1606 is used to receive or send data via a network. Specific examples of the above-mentioned network may include a wired network and a wireless network. In one example, the transmission device 1606 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 1606 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0106] In addition, the electronic device further includes: a display 1608 for displaying the virtual scene where the first virtual character is located, and a target mark; and a connection bus 1610 for connecting various module components in the electronic device.

[0107] In other embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through network communication. Among them, the nodes may form a peer-to-peer (P2P, Peer To Peer) network, and any form of computing device, such as a server, terminal and other electronic devices, may become a node in the blockchain system by joining the peer-to-peer network.

[0108] According to one aspect of the present application, a computer program product is provided, the computer program product comprising a computer program / instruction, the computer program / instruction comprising a program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication part 1709, and / or installed from a removable medium 1711. When the computer program is executed by a central processor 1701, various functions provided in the embodiments of the present application are executed.

[0109] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.

[0110] Fig.17 The structure block diagram of a computer system for implementing an electronic device according to an embodiment of the present application is schematically shown.

[0111] It should be noted that Fig.17 The computer system 1700 of the electronic device shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.

[0112] like Fig.17 As shown, the computer system 1700 includes a central processing unit 1701 (CPU), which can perform various appropriate actions and processes according to the program stored in the read-only memory 1702 (ROM) or the program loaded from the storage part 1708 to the random access memory 1703 (RAM). Various programs and data required for system operation are also stored in the random access memory 1703. The central processing unit 1701, the read-only memory 1702 and the random access memory 1703 are connected to each other through a bus 1704. The input / output interface 1705 (Input / Output interface, i.e., I / O interface) is also connected to the bus 1704.

[0113] The following components are connected to the input / output interface 1705: an input section 1706 including a keyboard, a mouse, etc.; an output section 1707 including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker, etc.; a storage section 1708 including a hard disk, etc.; and a communication section 1709 including a network interface card such as a LAN card, a modem, etc. The communication section 1709 performs communication processing via a network such as the Internet. A drive 1710 is also connected to the input / output interface 1705 as needed. A removable medium 1711, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 1710 as needed so that a computer program read therefrom is installed into the storage section 1708 as needed.

[0114] In particular, according to an embodiment of the present application, the process described in each method flow chart can be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer readable medium, and the computer program contains a program code for executing the method shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from the network through the communication part 1709, and / or installed from the removable medium 1711. When the computer program is executed by the central processor 1701, various functions defined in the system of the present application are executed.

[0115] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in the above-mentioned various optional implementations.

[0116] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0117] S1, displaying a virtual scene where a first virtual character in the target game application is located;

[0118] S2, when the first virtual character is in a target state, obtaining input target voice information;

[0119] S3, when the target voice information matches a preset target word, a target mark is displayed, wherein the target mark is used to identify a target position corresponding to the first virtual character, the target word is a word pre-set in the target game application, and the target mark is a mark visible to virtual characters in the same camp as the first virtual character.

[0120] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.

[0121] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers or network devices, etc.) to perform all or part of the steps of the methods described in various embodiments of the present invention.

[0122] In the above embodiments of the present invention, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0123] In the several embodiments provided in the present application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0124] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0125] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0126] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.

Claims

1. A marking display method, characterized in that: Applied to target gaming applications, including: Displaying a virtual scene where a first virtual character in the target game application is located; When the first virtual character is in a target state, obtaining input target voice information; When the target voice information matches a preset target word, a target mark is displayed, wherein the target mark is used to identify a target position corresponding to the first virtual character, and the first virtual character is in the target state at the target position, the target word is a word pre-set in the target game application, and the target mark is a mark visible to virtual characters in the same camp as the first virtual character.

2. The method according to claim 1, characterized in that The step of obtaining input target voice information when the first virtual character is in the target state includes: When the first virtual character is in the target state, triggering a voice switch to be turned on; The input target voice information is obtained.

3. The method according to claim 1, characterized in that When the target voice information matches a preset target word, displaying a target mark includes: When the target voice information matches a preset target word, a target mark is displayed, wherein the target word is a word associated with the target state and pre-set in the target game application.

4. The method according to claim 1, characterized in that: The method further comprises: When the first virtual character is in a fallen state, acquiring the input target voice information; displaying the target mark, wherein the target mark is used to identify the fallen position of the first virtual character; or When the first virtual character is in a prohibited movement state, acquiring the input target voice information; displaying the target mark, wherein the target mark is used to identify the position of the first virtual character when it is prohibited from moving; or When the first virtual character is in a slow moving state, the input target voice information is obtained, wherein the moving speed of the first virtual character in the slow moving state is less than the speed in the normal moving state; the target mark is displayed, wherein the target mark is used to identify the current position of the first virtual character, and the target mark is set to move with the first virtual character.

5. The method according to claim 1, characterized in that The step of acquiring the input target voice information when the first virtual character is in the target state includes: acquiring the input target voice information when the first virtual character is in a normal moving state, wherein the moving speed of the first virtual character in the normal moving state is a preset speed; The displaying of the target mark comprises: displaying the target mark, wherein the target mark is used to identify the current position of the first virtual character, and the target mark is set to move with the first virtual character, or used to identify a first position corresponding to the first virtual character, the first position is a collision position between the orientation of the first virtual character and a first virtual object, and the first virtual object is the first virtual object collided in the orientation of the first virtual character, or used to identify a second position corresponding to the first virtual character, the second position is a collision position between the crosshair direction of a virtual prop currently used by the first virtual character and a second virtual object, and the second virtual object is the first virtual object collided in the crosshair direction.

6. The method according to claim 1, characterized in that The method further comprises: When the target mark is displayed, target prompt information is displayed, wherein the target prompt information is used to prompt the target state of the first virtual character.

7. The method according to claim 6, characterized in that The display target prompt information includes: When the first virtual character is in the fallen state, displaying the target prompt information, wherein the target prompt information is used to prompt that the first virtual character is in the fallen state; or When the first virtual character is in the prohibited movement state, displaying the target prompt information, wherein the target prompt information is used to prompt that the first virtual character is in the prohibited movement state; or When the first virtual character is in a slow moving state, displaying the target prompt information, wherein the target prompt information is used to prompt that the first virtual character is in the slow moving state, and the moving speed of the first virtual character in the slow moving state is lower than the speed in the normal moving state; or When the first virtual character is in a normal moving state, the target prompt information is displayed, wherein the target prompt information is used to prompt that the first virtual character is in the normal moving state and the moving direction of the first virtual character.

8. The method according to any one of claims 1 to 7, characterized in that The method further comprises: When the target voice information matches the preset target word, the target mark is set to be a mark visible to virtual characters in the same camp as the first virtual character.

9. The method according to claim 8, characterized in that The step of setting the target mark to be a mark visible to virtual characters in the same camp as the first virtual character includes: Setting the target mark to be a mark visible to a second virtual character, wherein the second virtual character is in the same camp as the first virtual character, and the distance between the second virtual character and the target position is less than or equal to a preset distance; or Setting the target mark to be a mark visible to a third virtual character, wherein the third virtual character is in the same camp as the first virtual character, and the health value of the third virtual character is greater than or equal to a preset health value; or The target mark is set to be a mark visible to a fourth virtual character, wherein the fourth virtual character is in the same camp as the first virtual character, the distance between the fourth virtual character and the target position is less than or equal to the preset distance, and the health value of the fourth virtual character is greater than or equal to the preset health value.

10. The method according to claim 1, characterized in that Displaying the target mark includes at least one of the following: Displaying the target mark in the virtual scene where the first virtual character is located, wherein the target mark is set to be visible to a second virtual character in the same camp as the first virtual character, and a distance between the second virtual character and the target position is less than or equal to a preset distance, so as to prompt the second virtual character in the same camp as the first virtual character with the target position; The target mark is displayed on a mini-map of the target game application, wherein the target mark displayed on the mini-map is set to be visible to the virtual character in the same camp as the first virtual character, so as to prompt the virtual character in the same camp as the first virtual character of the target location.

11. The method according to any one of claims 1 to 7, characterized in that The method further comprises: The preset target word is obtained in the target game configuration interface, wherein the target word is used to trigger the display of the target mark.

12. The method according to claim 11, characterized in that The step of obtaining the preset target word in the target game configuration interface includes: When the target state includes a plurality of states, obtaining, in the target game configuration interface, a corresponding word set for each of the plurality of states, wherein the target word includes a corresponding word set for each of the states; or When the target state includes multiple states, corresponding words set for the multiple states are obtained in the target game configuration interface, wherein the target words include corresponding words set for the multiple states.

13. A marking display device, characterized in that: include: A first display module, used for displaying a virtual scene where a first virtual character in the target game application is located; An acquisition module, used for acquiring input target voice information when the first virtual character is in a target state; A second display module is used to display a target mark when the target voice information matches a preset target word, wherein the target mark is used to identify a target position corresponding to the first virtual character, and the first virtual character is in the target state at the target position, the target word is a word pre-set in the target game application, and the target mark is a mark visible to virtual characters in the same camp as the first virtual character.

14. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method according to any one of claims 1 to 12 are implemented.

15. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 12 through the computer program.