Game marking method and device, computer program product and electronic equipment
By marking game characters matching the selected state type in the game scene, it solves the problem that users find it difficult to quickly judge the game situation, and achieves higher operation efficiency and faster game progress.
Patent Information
- Application Number
- CN202411667878.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-20
- Publication Date
- 2025-03-11
AI Technical Summary
In game scenarios with multiple game characters dense, it is difficult for users to quickly judge the game situation, resulting in reduced operation efficiency and increased misoperation.
The terminal device provides a graphical user interface, responds to the status type display operation, determines the candidate status type according to the game character status, and displays it in the interface. The user can select the target status type, determine the corresponding game character, and mark the character in the game scene based on its position information.
By marking game characters that match the selected state type in the game scene, users can quickly and clearly distinguish game characters and their locations in a specific state, assist in observing the game situation and making strategic decisions, avoiding misoperation, improving operational efficiency and accelerating game progress.
Smart Images

Figure CN119587976A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game marking method, a game marking device, a computer program product, and an electronic device. Background Art
[0002] In some games, in order to ensure the player's gaming experience, multiple game characters are allowed to participate in the game together, and a variety of different special effects are attached to the game characters.
[0003] In the related art, when there are a large number of game characters, the characters are standing close together. If multiple special effects are attached to the game characters, the costumes and special effects attached to the characters may overlap and block each other. Due to the size limitation of the graphical user interface, users cannot clearly and quickly judge the current game situation during the intense game battle, and are prone to misoperation, resulting in reduced operation efficiency.
[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention
[0005] The present disclosure provides a game marking method, a game marking device, a computer program product and an electronic device, so as to at least to some extent solve the problem that it is difficult for users to quickly judge the game situation in the related art.
[0006] According to a first aspect of the present disclosure, a game marking method is provided, wherein a graphical user interface is provided through a terminal device, wherein the content displayed in the graphical user interface includes at least a part of a game scene, wherein the game scene includes a plurality of game characters, and the method includes: in response to a state type display operation, determining candidate state types according to the character states of the plurality of game characters, and displaying the candidate state types in the graphical user interface; in response to a state type selection operation, determining a target state type from the candidate state types; determining a first game character from the plurality of game characters according to the target state type; and marking the first game character in the game scene according to the position information of the first game character in the game scene.
[0007] According to a second aspect of the present disclosure, a game marking device is provided, which provides a graphical user interface through a terminal device, the content displayed in the graphical user interface includes at least part of a game scene, and the game scene includes multiple game characters. The device includes: a state type display module, which is used to determine candidate state types in response to a state type display operation and according to the character states of the multiple game characters, and display the candidate state types in the graphical user interface; a state type selection module, which is used to determine a target state type from the candidate state types in response to the state type selection operation; a game character determination module, which is used to determine a first game character from the multiple game characters according to the target state type; and a game character marking module, which is used to mark the first game character in the game scene according to the position information of the first game character in the game scene.
[0008] According to a third aspect of the present disclosure, a computer program product is provided, comprising a computer program, wherein when the computer program is executed by a processor, the game marking method of the first aspect and possible implementation methods thereof are implemented.
[0009] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game marking method of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.
[0010] The technical solution disclosed in this disclosure has the following beneficial effects:
[0011] In the above-mentioned game marking process, in response to the state type display operation, a candidate state type is determined according to the character states of multiple game characters, and the candidate state type is displayed in a graphical user interface; in response to the state type selection operation, a target state type is determined from the candidate state types; according to the target state type, a first game character is determined from multiple game characters; according to the position information of the first game character in the game scene, the first game character is marked in the game scene. The present disclosure marks game characters matching the selected state type in the game scene so that users can quickly and clearly identify game characters in a specific state in the game scene and the positions of these game characters, which can assist users in observing the game situation and making strategic decisions, and can avoid users from making erroneous operations due to not being able to see the game scene content clearly, thereby improving operation efficiency and speeding up game progress. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] Figure 1 A flowchart showing a game marking method in this exemplary embodiment is shown;
[0013] Figure 2A schematic diagram showing a display of an enemy status panel in this exemplary embodiment is shown;
[0014] Figure 3 A schematic diagram showing a method of marking a first game character in this exemplary embodiment is shown;
[0015] Figure 4 A schematic diagram of displaying a policy identification in this exemplary embodiment is shown;
[0016] Figure 5 A schematic diagram of a process flow for publishing a combat strategy applied to a terminal device in this exemplary embodiment is shown;
[0017] Figure 6 A structural block diagram of a game marking device in this exemplary embodiment is shown;
[0018] Figure 7 An electronic device for implementing the above-mentioned game marking method in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0019] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0020] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
[0021] In the related art, when there are a large number of game characters, the characters are standing in a dense position. If multiple special effects are attached to the game characters, the costumes and special effects attached to the characters may overlap and block each other. Limited by the size of the graphical user interface, users cannot clearly and quickly judge the current game situation during the intense game battle. For example, they cannot tell which game character is blocked, killed, endangered, resting, etc., which makes it easy to make mistakes, resulting in reduced operation efficiency and poor gaming experience for users.
[0022] In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a game marking method, a game marking device, a computer program product, and an electronic device, which can be applied to MMO (Massively Multiplayer Online) type games.
[0023] In one embodiment of the present disclosure, the game marking method can be run on a local terminal device or a server. When the game marking method is run on a server, the game marking 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 can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running body of the game program and the game screen presentation body are separated. The storage and operation of the game marking method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the game processing is performed by the cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed and run by an electronic device in a conventional manner. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0026] In an optional embodiment, reference Figure 1 As shown, a flowchart of a game marking method is provided, wherein a graphical user interface is provided through a terminal device, and the content displayed in the graphical user interface includes at least part of a game scene, and the game scene includes multiple game characters, and specifically includes the following steps S110 to S140:
[0027] Step S110, in response to the state type display operation, determining candidate state types according to the character states of the plurality of game characters, and displaying the candidate state types in a graphical user interface;
[0028] Step S120, in response to the state type selection operation, determining a target state type from candidate state types;
[0029] Step S130, determining a first game character from a plurality of game characters according to the target state type;
[0030] Step S140: marking the first game character in the game scene according to the position information of the first game character in the game scene.
[0031] Figure 1 In the method shown, by marking the game characters that match the selected state type in the game scene, the user can quickly and clearly identify the game characters in a specific state in the game scene and the positions of these game characters, which can assist the user in observing the game situation and making strategic decisions, and can avoid the user from making erroneous operations due to not being able to see the game scene content clearly, thereby improving operating efficiency and speeding up game progress.
[0032] It should be noted that the game system in the present disclosure can provide a game scene that is displayed (or provided) when the application is running on a terminal device or server. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment, and the present disclosure does not specifically limit this. The game scene can include multiple game characters; the multiple game characters can be game characters in multiple game camps, and the game can be a team combat game, in which the game characters in the same game camp are friendly game characters, and the game characters in different groups of game camps are enemy game characters. The game character can be at least one of different forms such as a virtual character, a virtual animal, an anime character, a virtual vehicle, etc., and the present disclosure does not specifically limit this.
[0033] Below Figure 1 Provide detailed instructions for each step.
[0034] Step S110, in response to the state type display operation, determining candidate state types according to the character states of the plurality of game characters, and displaying the candidate state types in a graphical user interface.
[0035] Among them, the state type display operation refers to a control operation for controlling the display of the candidate state type, which can be a touch operation or a sliding operation on the corresponding control control, or a sliding operation on the graphical user interface. The present disclosure does not make specific limitations on this.
[0036] The character status refers to the status that a game character may be in during the game, such as being blocked, killed, endangered, resting, etc. This disclosure does not specifically limit this.
[0037] Among them, the candidate status type refers to the type of game character status, such as sealed, killed, endangered, resting and other status types.
[0038] Optionally, in response to a status type display operation, a candidate status type may be determined according to the character status of each game character in the game scene.
[0039] Optionally, in response to a state type display operation, a candidate state type may be determined according to the character state of the game character in the game field of view.
[0040] Optionally, in response to a friendly state type display operation, the candidate state type may be determined according to the character state of the friendly game character; in response to an enemy state type display operation, the candidate state type may be determined according to the character state of the enemy game character. A friendly game character is a game character in the same game camp as the controlled game character controlled by the terminal device, and an enemy game character is a game character in a different game camp than the controlled game character controlled by the terminal device.
[0041] In an optional implementation, the above-mentioned determination of candidate status types based on the character states of multiple game characters can be achieved through the following steps: determining a target game camp, and determining a game character located in the target game camp from multiple game characters; determining the candidate status type based on the character state of each game character in the target game camp.
[0042] Among them, the target game camp refers to the game camp currently triggered by the status type display operation. It can be the game camp where the controlled game character is located, that is, our game camp; it can also be the game camp where the enemy game character is located, that is, the enemy game camp.
[0043] Different status type display operations can trigger status type display instructions for different game camps. Specifically, when the status type display operation is the first operation, such as when the right screen edge slides in, the game camp where the controlled game character is located (i.e., our game camp) is determined as the target game camp; when the status type display operation is the second operation, such as when the left screen edge slides in, the game camp where the enemy game character is located (i.e., the enemy game camp) is determined as the target game camp.
[0044] After determining the target game camp, the game characters in the target game camp can be determined from multiple game characters, and the candidate status types can be determined by counting the character status of each game character in the target game camp.
[0045] For example, the target game camp includes game character 1 in a sealed state, game character 2 in a killed state, game character 3 in an endangered state, game character 4 in a resting state, and game character 5 in a sealed state. The character states of "sealed", "killed", "endangered", and "resting" can be used as candidate state types.
[0046] For example, the target game camp includes game character 1 in a banned state, game character 2 in an endangered state, game character 3 in an endangered state, game character 4 in a killed state, and game character 5 in a banned state, then the character states of "banned", "endangered", and "killed" can be used as candidate state types.
[0047] By determining the target game camp, the candidate status type is determined according to the role status of each game character in the target game camp, so that the user can check the role status in a targeted manner based on the game camp. The operation is simple and easy to implement.
[0048] In an optional implementation, the above determination of the target game camp may be achieved through the following steps: determining the target game camp according to the position of the action of the status type display operation in the graphical user interface.
[0049] Users can use different action positions to specifically view candidate status types for different game camps.
[0050] Exemplarily, when the status type display operation is located on the right side of the screen (for example, sliding in from the right edge of the screen), the game camp in which the controlled game character is located (i.e., our game camp) can be determined as the target game camp; when the status type display operation is located on the left side of the screen (for example, sliding in from the left edge of the screen), the game camp in which the enemy game character is located (i.e., the enemy game camp) can be determined as the target game camp.
[0051] Optionally, the candidate state types may be displayed in the graphical user interface according to the position of the state type display operation in the graphical user interface. Exemplarily, when the state type display operation is at the right side of the screen (e.g., sliding in from the right edge of the screen), the candidate state types may be displayed on the right side of the screen; when the state type display operation is at the left side of the screen (e.g., sliding in from the left edge of the screen), the candidate state types may be displayed on the left side of the screen for easy viewing by the user.
[0052] Optionally, a state panel may be generated to display the candidate state types in the state panel. Figure 2As shown, a schematic diagram of the display of an enemy status panel is provided. In response to a slide-in operation from the left edge of the screen, an enemy status panel 201 is generated on the left side of the screen, and candidate status types for the enemy game camp are displayed in the enemy status panel.
[0053] Step S120 , in response to the state type selection operation, determining a target state type from candidate state types.
[0054] The state type selection operation may be a touch operation for any displayed candidate state type, for example, a click operation. Specifically, the selected candidate state type may be used as the target state type.
[0055] Step S130: determining a first game character from a plurality of game characters according to the target state type.
[0056] Optionally, a game character that matches the target state type in the game scene may be used as the first game character, so that the game characters in the target state in the game scene can be viewed in a targeted manner.
[0057] In an optional implementation, the above-mentioned determining the first game character from multiple game characters according to the target state type can be achieved by the following steps: determining the first game character from the game characters located in the target game camp according to the target state type.
[0058] Exemplarily, after determining the target game camp, a game character matching the target state type can be determined from the target game camp and used as the first game character, so as to specifically view the game characters in the target state in the target game camp.
[0059] Step S140: marking the first game character in the game scene according to the position information of the first game character in the game scene.
[0060] For example, Figure 3 As shown, a schematic diagram of marking a first game character is provided. After the first game character is determined, marking information can be generated at the location of the first game character in the game scene to mark the first game character. Optionally, the first game character can be marked by a transparent mask 301. It should be noted that in actual application, other forms can also be used to mark the first game character, such as enlarging the first game character for display, etc., and the present disclosure does not specifically limit this.
[0061] In an optional implementation, after the first game character is determined, the following steps may be performed: determining a character identification display position according to a display position of the target state type in the graphical user interface; and displaying a character identification corresponding to the first game character according to the character identification display position.
[0062] The character identification display position may be a preset associated position of the target status type display position, which is not specifically limited in the present disclosure. For example, when the target status type is displayed on the left side of the screen, the adjacent area to the right of the target status type may be used as the character identification display area; when the target status type is displayed on the right side of the screen, the area to the left of the target status type may be used as the character identification display area.
[0063] Optionally, a connection may be established between the character identifier corresponding to the first game character and the target state type to intuitively prompt the user that the game character is in the target state.
[0064] Optionally, the role identifier may be a graphic identifier, a text identifier, etc., which is not specifically limited in the present disclosure. For example, when the role identifier is a graphic identifier, it may be a role avatar; when the role identifier is a text identifier, it may be a role name.
[0065] For example, Figure 3 As shown, when the target status type is the "blocked" type, the avatar 302 of the blocked game character in the target game camp can be displayed at the associated position of the target status type.
[0066] In an optional embodiment, the following steps may also be performed: in response to a selection operation for a character identifier, determining a target character identifier from the character identifiers corresponding to the first game character, and displaying a candidate policy identifier at an associated position of the target character identifier; in response to a policy identifier selection operation, determining a target policy identifier from the candidate policy identifiers; based on the target policy identifier, generating policy prompt information for a second game character; wherein the second game character is the game character corresponding to the target character identifier; synchronizing the policy prompt information to a control device corresponding to a friendly game character of the controlled game character, and the controlled game character is controlled by the terminal device.
[0067] For example, in response to a touch operation on the character identifier corresponding to the first game character, the touched character identifier is used as the target character identifier, and the candidate strategy identifier is displayed at the associated position of the target character identifier. The associated position may be a position area adjacent to the target character identifier and not blocking other identifiers.
[0068] The candidate strategy identifiers may be pre-set combat strategy identifiers, such as "attack", "continue to block", "hunt down" and other strategy identifiers. Figure 4 As shown in the policy identifier 401, the present disclosure does not make any specific limitation on this.
[0069] Exemplarily, in response to a touch operation on any candidate strategy identifier, the touched candidate strategy identifier can be used as the target strategy identifier, and based on the target strategy identifier, strategy prompt information for the game character corresponding to the target character identifier is generated, and the strategy prompt information is synchronized to the control device corresponding to the friendly game character, so that the strategy prompt information for the game character corresponding to the target character identifier is displayed in the control device corresponding to the friendly game character, and the combat strategy instruction is issued. Optionally, after the control device corresponding to the friendly game character receives the strategy instruction information for the second game character, it can generate a transparent mask according to the position information of the second game character in the game scene and display the strategy prompt information in the transparent mask, so that teammates can quickly understand the combat strategy instruction and respond.
[0070] In an optional embodiment, when the first game character is marked by a transparent mask, the above-mentioned generation of strategy prompt information for the second game character based on the target strategy identifier can be achieved through the following steps: adjusting the display state of the transparent mask of the second game character, and displaying the strategy prompt information corresponding to the target strategy identifier on the transparent mask of the second game character.
[0071] Optionally, the display state of the transparent mask of the second game character may be adjusted in the following manner: highlighting the transparent mask or changing the background color of the transparent mask so as to distinguish it from other first game characters.
[0072] For example, Figure 4 As shown, a strategy identification display schematic diagram is provided, which can respond to the click operation of the "attack" strategy identification and display the strategy prompt information corresponding to the "attack" strategy identification on the transparent mask of the corresponding game character in the game scene, so that the user can intuitively view the issued combat strategy instructions.
[0073] Optionally, in response to a touch operation on the second game character in the game scene, a clear control may be called out; in response to a triggering operation of the clear control, the strategy prompt information displayed in the game scene may be cleared.
[0074] Optionally, in response to a state type hiding operation, such as a sliding operation toward the edge of the screen, the candidate state types displayed in the graphical user interface may be hidden, and the mark for the first game character in the game scene may be cleared.
[0075] like Figure 5 As shown, a schematic diagram of a process for publishing a combat strategy applied to a terminal device is provided, which may specifically include the following steps:
[0076] Step S501, in response to a state type display operation, determining a target game camp according to the position of the state type display operation in the graphical user interface; determining a candidate state type according to the character state of each game character in the target game camp; and displaying the candidate state type in the graphical user interface;
[0077] Step S502, in response to the state type selection operation, determining a target state type from candidate state types; and determining a first game character from game characters in a target game camp according to the target state type;
[0078] Step S503, displaying a role identifier corresponding to the first game character at a position associated with the displayed target state type; generating a transparent mask according to the position information of the first game character in the game scene to mark the first game character;
[0079] Step S504, in response to the selection operation for the role identifier, determining a target role identifier from the role identifiers corresponding to the first game character, and displaying a candidate strategy identifier at a position associated with the target role identifier;
[0080] Step S505, in response to the strategy identifier selection operation, determining a target strategy identifier from the candidate strategy identifiers; adjusting the display state of the transparent mask of the second game character, and displaying strategy prompt information corresponding to the target strategy identifier on the transparent mask of the second game character; wherein the second game character is the game character corresponding to the target character identifier;
[0081] Step S506: Synchronize the strategy prompt information to the control device corresponding to the friendly game character of the controlled game character, and the controlled game character is controlled by the terminal device.
[0082] Figure 5 The steps shown optimize the character status viewing and command issuance, making it easier for the captain to coordinate the situation and for teammates to quickly understand and respond, increasing the combat-friendly experience.
[0083] The exemplary embodiment of the present disclosure also provides a game marking device, which provides a graphical user interface through a terminal device, and the content displayed in the graphical user interface includes at least part of the game scene, and the game scene includes multiple game characters. Figure 6 As shown, the game marking device 600 may include the following program modules:
[0084] The state type display module 610 is used to determine candidate state types according to the character states of the multiple game characters in response to the state type display operation, and display the candidate state types in the graphical user interface;
[0085] A state type selection module 620, configured to determine a target state type from candidate state types in response to a state type selection operation;
[0086] A game character determination module 630, for determining a first game character from a plurality of game characters according to a target state type;
[0087] The game character marking module 640 is used to mark the first game character in the game scene according to the position information of the first game character in the game scene.
[0088] In an optional embodiment, based on the aforementioned scheme, the status type display module 610 includes: a target game camp determination module, used to determine the target game camp and determine the game character located in the target game camp from multiple game characters; a status type selection module, used to determine the candidate status type according to the character status of each game character in the target game camp.
[0089] In an optional implementation, based on the above solution, the target game camp determination module is configured to: determine the target game camp according to the effect position of the status type display operation in the graphical user interface.
[0090] In an optional implementation, based on the above solution, the game character determination module 630 is configured to: determine the first game character from the game characters located in the target game camp according to the target state type.
[0091] In an optional embodiment, based on the aforementioned scheme, after determining the first game character, the game marking device 600 also includes: an identification position determination module, used to determine the character identification display position according to the display position of the target state type in the graphical user interface; a character identification display module, used to display the character identification corresponding to the first game character according to the character identification display position.
[0092] In an optional embodiment, based on the aforementioned scheme, the game marking device 600 also includes: a strategy identification display module, which is used to determine the target role identification from the role identification corresponding to the first game character in response to a selection operation for the role identification, and display the candidate strategy identification at the associated position of the target role identification; a target strategy determination module, which is used to determine the target strategy identification from the candidate strategy identification in response to the strategy identification selection operation; a prompt information generation module, which is used to generate strategy prompt information for the second game character based on the target strategy identification; wherein the second game character is the game character corresponding to the target role identification; a prompt information synchronization module, which is used to synchronize the strategy prompt information to the control device corresponding to the friendly game character of the controlled game character, and the controlled game character is controlled by the terminal device.
[0093] In an optional embodiment, based on the aforementioned scheme, the first game character is marked by a transparent mask, and the prompt information generation module can be configured to: adjust the display state of the transparent mask of the second game character, and display the strategy prompt information corresponding to the target strategy identifier on the transparent mask of the second game character.
[0094] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0095] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the game marking method is implemented.
[0096] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.
[0097] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.
[0098] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).
[0099] The computer program may be carried or transmitted via electrical, magnetic, optical, electromagnetic, infrared, or other signals. The electronic device may convert the signal carrying the computer program into a digital signal, thereby running the computer program. When the computer program is run on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device may execute) the method steps of various exemplary embodiments of the present disclosure. Exemplarily, the following steps may be included:
[0100] In response to the state type display operation, determining candidate state types according to the character states of the plurality of game characters, and displaying the candidate state types in a graphical user interface;
[0101] In response to a state type selection operation, determining a target state type from candidate state types;
[0102] Determining a first game character from a plurality of game characters according to the target state type;
[0103] The first game character is marked in the game scene according to the position information of the first game character in the game scene.
[0104] In an optional embodiment, based on the aforementioned scheme, the above-mentioned determination of candidate status types according to the character states of multiple game characters can be achieved through the following steps: determining a target game camp, and determining a game character located in the target game camp from multiple game characters; determining a candidate status type according to the character state of each game character in the target game camp.
[0105] In an optional implementation, based on the aforementioned solution, the above determination of the target game camp can be achieved through the following steps: determining the target game camp according to the position of the action of the status type display operation in the graphical user interface.
[0106] In an optional implementation, based on the aforementioned scheme, the above-mentioned determining the first game character from multiple game characters according to the target state type can be achieved by the following steps: determining the first game character from the game characters located in the target game camp according to the target state type.
[0107] In an optional implementation, based on the aforementioned scheme, after determining the first game character, the following steps may also be performed: determining a character identification display position according to a display position of the target state type in the graphical user interface; and displaying a character identification corresponding to the first game character according to the character identification display position.
[0108] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: in response to a selection operation for a character identifier, determining a target character identifier from the character identifiers corresponding to the first game character, and displaying a candidate strategy identifier at an associated position of the target character identifier; in response to a strategy identifier selection operation, determining a target strategy identifier from the candidate strategy identifiers; based on the target strategy identifier, generating strategy prompt information for a second game character; wherein the second game character is the game character corresponding to the target character identifier; synchronizing the strategy prompt information to a control device corresponding to a friendly game character of the controlled game character, and the controlled game character is controlled by the terminal device.
[0109] In an optional embodiment, based on the aforementioned scheme, the first game character is marked with a transparent mask, and the strategy prompt information for the second game character based on the target strategy identifier is generated, which can be achieved by the following steps: adjusting the display state of the transparent mask of the second game character, and displaying the strategy prompt information corresponding to the target strategy identifier on the transparent mask of the second game character.
[0110] In the above steps, by marking the game characters that match the selected state type in the game scene, the user can quickly and clearly identify the game characters in a specific state in the game scene and the positions of these game characters, which can assist the user in observing the game situation and making strategic decisions, and avoid users from making erroneous operations due to not being able to see the game scene content clearly, thereby improving operating efficiency and speeding up game progress.
[0111] The exemplary embodiment of the present disclosure also provides an electronic device capable of implementing the above-mentioned game marking method. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the method in the exemplary embodiment by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0112] Reference below Figure 7 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 7 The electronic device 700 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0113] like Figure 7 As shown, the electronic device 700 may include: a processor 710 , a memory 720 , a bus 730 , an I / O (input / output) interface 740 , a network adapter 750 , and a display 760 .
[0114] The memory 720 may include a volatile memory, such as a RAM 721, a cache unit 722, and may also include a non-volatile memory, such as a ROM 723. The memory 720 may also include one or more program modules 724, such program modules 724 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 724 may include each module in the above-mentioned device.
[0115] The processor 710 may include one or more processing units. For example, the processor 710 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0116] The processor 710 may be configured to execute executable instructions stored in the memory 720 , such as executing any one or more method steps in the exemplary embodiment.
[0117] Exemplarily, the processor 710 may perform the following steps:
[0118] In response to the state type display operation, determining candidate state types according to the character states of the plurality of game characters, and displaying the candidate state types in a graphical user interface;
[0119] In response to a state type selection operation, determining a target state type from candidate state types;
[0120] Determining a first game character from a plurality of game characters according to the target state type;
[0121] The first game character is marked in the game scene according to the position information of the first game character in the game scene.
[0122] In an optional embodiment, based on the aforementioned scheme, the above-mentioned determination of candidate status types according to the character states of multiple game characters can be achieved through the following steps: determining a target game camp, and determining a game character located in the target game camp from multiple game characters; determining a candidate status type according to the character state of each game character in the target game camp.
[0123] In an optional implementation, based on the aforementioned solution, the above determination of the target game camp can be achieved through the following steps: determining the target game camp according to the position of the action of the status type display operation in the graphical user interface.
[0124] In an optional implementation, based on the aforementioned scheme, the above-mentioned determining the first game character from multiple game characters according to the target state type can be achieved by the following steps: determining the first game character from the game characters located in the target game camp according to the target state type.
[0125] In an optional implementation, based on the aforementioned scheme, after determining the first game character, the following steps may also be performed: determining a character identification display position according to a display position of the target state type in the graphical user interface; and displaying a character identification corresponding to the first game character according to the character identification display position.
[0126] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: in response to a selection operation for a character identifier, determining a target character identifier from the character identifiers corresponding to the first game character, and displaying a candidate strategy identifier at an associated position of the target character identifier; in response to a strategy identifier selection operation, determining a target strategy identifier from the candidate strategy identifiers; based on the target strategy identifier, generating strategy prompt information for a second game character; wherein the second game character is the game character corresponding to the target character identifier; synchronizing the strategy prompt information to a control device corresponding to a friendly game character of the controlled game character, and the controlled game character is controlled by the terminal device.
[0127] In an optional embodiment, based on the aforementioned scheme, the first game character is marked with a transparent mask, and the strategy prompt information for the second game character based on the target strategy identifier is generated, which can be achieved by the following steps: adjusting the display state of the transparent mask of the second game character, and displaying the strategy prompt information corresponding to the target strategy identifier on the transparent mask of the second game character.
[0128] In the above steps, by marking the game characters that match the selected state type in the game scene, the user can quickly and clearly identify the game characters in a specific state in the game scene and the positions of these game characters, which can assist the user in observing the game situation and making strategic decisions, and avoid users from making erroneous operations due to not being able to see the game scene content clearly, thereby improving operating efficiency and speeding up game progress.
[0129] The bus 730 is used to realize the connection between different components of the electronic device 700, and may include a data bus, an address bus, and a control bus.
[0130] The electronic device 700 can communicate with one or more external devices 800 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 740 .
[0131] The electronic device 700 can communicate with one or more networks through the network adapter 750. For example, the network adapter 750 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 750 can communicate with other modules of the electronic device 700 through the bus 730.
[0132] The electronic device 700 may display a graphical user interface and the like through the display 760 .
[0133] although Figure 7 Not shown, other hardware and / or software modules may also be provided in the electronic device 700, including but not limited to: a display, a microcode, a device driver, a redundant processor, an external disk drive array, a RAID (Redundant Arrays of Independent Disks) system, a tape drive, and a data backup storage system.
[0134] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0135] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily think of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present application is intended to cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.
[0136] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims
1. A game marking method, characterized in that: A graphical user interface is provided by a terminal device, wherein the content displayed in the graphical user interface includes at least part of a game scene, and the game scene includes a plurality of game characters, and the method includes: In response to a state type display operation, determining candidate state types according to the character states of the plurality of game characters, and displaying the candidate state types in the graphical user interface; In response to a state type selection operation, determining a target state type from the candidate state types; Determining a first game character from the plurality of game characters according to the target state type; The first game character is marked in the game scene according to the position information of the first game character in the game scene.
2. The method according to claim 1, characterized in that The step of determining the candidate state types according to the character states of the multiple game characters includes: Determine a target game camp, and determine a game character located in the target game camp from among the multiple game characters; The candidate state type is determined according to the character state of each game character in the target game camp.
3. The method according to claim 2, characterized in that Determining the target game camp includes: The target game camp is determined according to the effect position of the status type display operation in the graphical user interface.
4. The method according to claim 2, characterized in that: The step of determining a first game character from the plurality of game characters according to the target state type includes: According to the target state type, a first game character is determined from the game characters located in the target game camp.
5. The method according to claim 1, characterized in that After determining the first game character, the method further includes: Determining a display position of a role identifier according to a display position of the target state type in the graphical user interface; The character identifier corresponding to the first game character is displayed according to the character identifier display position.
6. The method according to claim 5, characterized in that The method further comprises: In response to a selection operation for the character identifier, determining a target character identifier from the character identifiers corresponding to the first game character, and displaying a candidate strategy identifier at a position associated with the target character identifier; In response to a policy identifier selection operation, determining a target policy identifier from the candidate policy identifiers; Based on the target strategy identifier, generating strategy prompt information for a second game character; wherein the second game character is the game character corresponding to the target character identifier; The strategy prompt information is synchronized with a control device corresponding to a friendly game character of the controlled game character, and the controlled game character is controlled by the terminal device.
7. The method according to claim 6, characterized in that Marking the first game character by a transparent mask, and generating strategy prompt information for the second game character based on the target strategy identifier, including: The display state of the transparent mask of the second game character is adjusted, and the strategy prompt information corresponding to the target strategy identifier is displayed on the transparent mask of the second game character.
8. A game marking device, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed in the graphical user interface includes at least part of a game scene, wherein the game scene includes a plurality of game characters, and the apparatus includes: A state type display module, for determining candidate state types according to the character states of the plurality of game characters in response to a state type display operation, and displaying the candidate state types in the graphical user interface; A state type selection module, configured to determine a target state type from the candidate state types in response to a state type selection operation; A game character determination module, configured to determine a first game character from the plurality of game characters according to the target state type; The game character marking module is used to mark the first game character in the game scene according to the position information of the first game character in the game scene.
9. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.
10. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 7 by executing the executable instructions.