Display control method, electronic equipment and storage medium
By generating a target path in the game and instructing the virtual character to move to the specific location of the virtual object, the problem of difficulty in accurately positioning the virtual object mark is solved, and the search efficiency is improved.
Patent Information
- Application Number
- CN202510128412.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2022-07-08
- Publication Date
- 2025-03-18
- Estimated Expiration
- 2042-07-08
AI Technical Summary
In the game, the marking of the virtual object can only indicate the approximate location, making it difficult for players to quickly find the marked virtual object.
By displaying virtual markers in the graphical user interface and generating a target path in response to the target operation, the virtual role is instructed to move to the specific location of the virtual object.
Accurate positioning of virtual objects is achieved and the efficiency of finding labeled virtual objects is improved.
Smart Images

Figure CN119633388A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a display control method, an electronic device and a storage medium. Background Art
[0002] Currently in many games, players can mark virtual objects in the game scene. When other players need the marked virtual object, they can find the virtual object based on the mark, so as to realize information sharing within the game through marking.
[0003] However, these marks can usually only indicate the approximate location of the virtual object. Players still need to communicate with other players to accurately determine the location of the virtual object, making it difficult to quickly find the marked virtual object. Summary of the invention
[0004] The embodiments of the present application provide a display control method, device, electronic device and storage medium, which can accurately indicate the position of a marked virtual object and assist players in quickly finding the marked virtual object.
[0005] The embodiment of the present application provides a display control method, which provides a graphical user interface through a terminal, wherein the content displayed by the graphical user interface at least partially includes a virtual scene and a virtual character located in the virtual scene, and the virtual character is a character controlled by the terminal, and the method includes:
[0006] Displaying a virtual marker on the graphical user interface, wherein the virtual marker is a marker generated in response to a marking operation on a virtual object in the virtual scene;
[0007] In response to a target operation on the virtual marker, a target path is generated between a first position and a second position in the virtual scene to instruct the virtual character to move to the second position according to the target path, wherein the first position is three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene;
[0008] In response to the movement instruction, the virtual character is controlled to move according to the target path in the virtual scene.
[0009] The embodiment of the present application further provides a display control device, which provides a graphical user interface through a terminal, wherein the content displayed by the graphical user interface at least partially includes a virtual scene and a virtual character located in the virtual scene, and the virtual character is a character controlled by the terminal, and the device includes:
[0010] A display module, configured to display a virtual mark on the graphical user interface, wherein the virtual mark is a mark generated in response to a marking operation on a virtual object in the virtual scene;
[0011] a response module, configured to generate a target path between a first position and a second position in the virtual scene in response to a target operation on the virtual marker, so as to instruct the virtual character to move to the second position according to the target path, wherein the first position is three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene;
[0012] The control module is used to respond to the movement instruction and control the virtual character to move according to the target path in the virtual scene.
[0013] In some embodiments, the virtual object is a virtual prop, and the response module is used to:
[0014] In the case that the current position of the virtual character and the second position satisfy a preset relationship, and there is an obstruction between the virtual character and the second position, a target mark indicating the virtual object is displayed in perspective through the display module.
[0015] In some embodiments, the response module is further configured to:
[0016] Performing a stroke process on the virtual object to obtain a virtual outline;
[0017] Setting a preset special effect for the virtual outline to obtain a target mark indicating the virtual object;
[0018] determining a straight-line distance between the current position and the second position;
[0019] If the straight-line distance is less than a preset distance and there is an obstruction between the virtual character and the second position, the target mark is displayed in perspective through a display module.
[0020] In some embodiments, the display module is further configured to:
[0021] controlling the target mark to be located at the second position in the virtual scene;
[0022] The target mark is controlled to be displayed on an upper layer of a target display layer, where the target display layer is the display layer where the virtual object is located.
[0023] In some embodiments, the display module is further configured to:
[0024] converting the second position into a target display position, where the target display position is a display position of the virtual object in the graphical user interface;
[0025] The target mark is placed at the display location.
[0026] In some embodiments, the display module is further configured to:
[0027] controlling the target mark to be located at the second position in the virtual scene;
[0028] Within the field of view of the virtual object, the transparency of the occluder is adjusted to a specified range.
[0029] In some embodiments, in response to the target operation on the virtual tag, the response module is further configured to:
[0030] Obtaining an account ID corresponding to the virtual character that performs the target operation;
[0031] According to the account identifier, prompt information is displayed on a graphical user interface corresponding to a target virtual character, wherein the target virtual character is a virtual character in the same team as the virtual character that performs the target operation.
[0032] In some embodiments, the response module is further configured to:
[0033] Obtain the account identifier corresponding to the first virtual character that performs the target operation.
[0034] In some embodiments, the display module is further configured to:
[0035] If a global virtual map is displayed on the graphical user interface, the prompt information is displayed at a mark control corresponding to the virtual mark, and the mark control is used to receive a target operation for the virtual mark;
[0036] If a virtual scene is displayed on the graphical user interface, the prompt information is displayed at a virtual mark in the virtual scene.
[0037] In some embodiments, the display module is further configured to:
[0038] If a global virtual map is displayed on the graphical user interface, a mark control corresponding to the virtual mark is displayed on the global virtual map, and the mark control is used to receive a target operation for the virtual mark;
[0039] If the account identifications of other virtual characters in the same team are displayed on the graphical user interface, a mark control corresponding to the virtual mark is displayed at the account identification corresponding to the virtual character performing the mark operation.
[0040] In some embodiments, after responding to the movement instruction and controlling the virtual character to move according to the target path in the virtual scene, the response module is further configured to:
[0041] Determining an offset between a current position of the virtual character and the target path;
[0042] If the offset is greater than a preset threshold, the target path is updated.
[0043] In some embodiments, the response module further comprises:
[0044] a position acquisition unit, configured to acquire the first position and the second position;
[0045] A positioning point determination unit, configured to determine the first position as a target positioning point, and determine a next positioning point within a preset range of the target positioning point, wherein there is no obstacle between the next positioning point and the target positioning point;
[0046] A target subpath determining unit, used to connect the target positioning point and the next positioning point to obtain a target subpath;
[0047] a loop unit, configured to use the next positioning point as the target positioning point, and return to the step of determining the next positioning point within a preset range of the target positioning point to the step of connecting the target positioning point and the next positioning point to obtain a target subpath, until the second position is located on the target subpath;
[0048] The target path determining unit is used to determine all the target sub-paths as the target path.
[0049] In some embodiments, the positioning point determination unit is further configured to:
[0050] determining a direction from the first position to the second position as a reference direction;
[0051] Determine, within the preset range, a candidate positioning point that is farthest from the target positioning point, where no obstacle exists between the candidate positioning point and the target positioning point;
[0052] Determine a direction from the target positioning point to the candidate positioning point as a candidate direction;
[0053] The next positioning point is determined from the candidate positioning points according to the angle between the candidate direction and the reference direction.
[0054] In some embodiments, the positioning point determination unit is further configured to:
[0055] Calculating the angle between the candidate direction and the reference direction to obtain the angle corresponding to the candidate positioning point;
[0056] The candidate positioning point corresponding to the smallest angle is determined as the next positioning point.
[0057] An embodiment of the present application also provides an electronic device, including a memory storing multiple instructions; the processor loads instructions from the memory to execute the steps in any display control method provided in the embodiment of the present application.
[0058] An embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores a plurality of instructions, wherein the instructions are suitable for a processor to load to execute the steps in any one of the display control methods provided in the embodiment of the present application.
[0059] The embodiment of the present application can display a virtual marker, and in response to a target operation on the virtual marker, generate a target path from the first position to the second position to instruct the virtual object to move to the second position and interact with the virtual object indicated by the virtual marker; in response to a movement instruction, control the virtual character to move according to the target path in the virtual scene. The virtual marker can indicate the approximate position of the virtual object, and the generated target path can guide the virtual character to move to the second position, thereby assisting the player to accurately locate the position of the virtual object and improving the efficiency of finding the marked virtual object. BRIEF DESCRIPTION OF THE DRAWINGS
[0060] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0061] Figure 1 is a flow chart of a display control method provided in an embodiment of the present application;
[0062] Figure 2 is a schematic diagram of a mark control corresponding to a virtual mark provided in an embodiment of the present application;
[0063] Figure 3 is a schematic diagram of another mark control corresponding to a virtual mark provided in an embodiment of the present application;
[0064] Figure 4 is a schematic diagram showing a target path provided by an embodiment of the present application;
[0065] Figure 5 is a schematic diagram of obtaining a target path provided in an embodiment of the present application;
[0066] Figure 6is a schematic diagram of displaying a target mark provided in an embodiment of the present application;
[0067] Figure 7 is a schematic diagram of displaying prompt information provided by an embodiment of the present application;
[0068] Figure 8 is another schematic diagram of displaying prompt information provided by an embodiment of the present application;
[0069] Fig. 9 is a flow chart of a display control method provided by another embodiment of the present application;
[0070] Fig.10 is a schematic diagram of the structure of a display control device provided in an embodiment of the present application;
[0071] Fig.11 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0072] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.
[0073] Embodiments of the present application provide a display control method, device, electronic device, and storage medium.
[0074] The display control method can be integrated in an electronic device, which can be a terminal, a server, or other devices. The terminal can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop, or a personal computer (PC), etc. The server can be a single server or a server cluster composed of multiple servers.
[0075] In some embodiments, the display control method may also be integrated into multiple electronic devices. For example, the display control method may be integrated into multiple servers, and the display control method of the present application may be implemented by multiple servers.
[0076] In some embodiments, the server may also be implemented in the form of a terminal.
[0077] For example, in some embodiments, the electronic device may be a mobile terminal, in which a game client is running, and the game client provides a graphical user interface through the terminal, and the content displayed by the graphical user interface at least partially includes a virtual scene and a virtual character therein, wherein the virtual character is a character controlled by the terminal. This embodiment may display a virtual marker on the graphical user interface, wherein the virtual marker is a marker generated in response to a marking operation on a virtual object in the virtual scene; in response to a target operation on the virtual marker, a target path is generated between a first position and a second position in the virtual scene to instruct the virtual character to move to the second position according to the target path, wherein the first position is the three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is the three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene; in response to a movement instruction, the virtual character is controlled to move in the virtual scene according to the target path.
[0078] A display control method in one embodiment disclosed in the present application can be run on a local terminal device or a server. When the display control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0079] In some embodiments, 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 display control method are completed on the cloud game server, and 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 terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for character control. When playing the game, the target operation client device sends an operation instruction to the cloud game server, such as a touch operation instruction. 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.
[0080] In some embodiments, 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 user through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the user 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.
[0081] A game scene (or virtual scene) is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. A virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene with complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, a virtual scene is a 3D game world for users to control virtual characters to fight. Exemplary virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles.
[0082] The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface, which includes the graphical user interface for users to interact with and the game screen, which is the screen of the game scene.
[0083] In some embodiments, the UI interface may include various game elements (such as a status bar, task avatars, etc.), indicator signs (such as direction indicator signs, character indicator signs, etc.), information display areas (such as number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.).
[0084] For example, in some embodiments, a virtual marker may be displayed in a graphical user interface.
[0085] In an optional implementation, the game screen is a display screen corresponding to a virtual scene displayed by a terminal device, and the game screen may include virtual characters such as game objects, NPC characters, and AI characters that execute game logic in the virtual scene.
[0086] For example, in some embodiments, the content displayed in the graphical user interface at least partially includes a game scene, wherein the game scene includes at least one game object.
[0087] In some embodiments, the game objects in the game scene include virtual characters controlled by players, namely user objects.
[0088] Game objects refer to virtual objects in a virtual scene, including game characters (also called virtual characters). Game characters are dynamic objects that can be controlled, i.e., dynamic virtual objects. Optionally, the dynamic objects can be virtual people, virtual animals, cartoon characters, etc. The virtual characters are characters controlled by users through input devices, or artificial intelligence (AI) set in a virtual environment through training, or non-virtual characters (NPC) set in a virtual scene.
[0089] Optionally, the virtual character is a virtual person competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, which is not limited in the embodiment of the present application.
[0090] In one possible implementation, the user can control the virtual character to perform game behaviors in the virtual scene. Game behaviors may include movement, casting skills, using props, and dialogue. For example, the user can control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use the skills and virtual props provided by the application to fight other virtual characters.
[0091] The virtual camera is a necessary component for presenting the game scene screen. One game scene corresponds to at least one virtual camera. Depending on actual needs, there can be two or more virtual cameras. They serve as the game rendering window to capture and present the game world's screen content to the user. By setting the parameters of the virtual camera, the user's perspective of viewing the game world can be adjusted, such as the first-person perspective and the third-person perspective.
[0092] In an optional implementation, an embodiment of the present invention provides a display control method for providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above.
[0093] In most games (e.g., shooting games, multiplayer competitive games, etc.), virtual characters can usually move in virtual scenes in order to find virtual objects in the virtual scenes, and rely on virtual objects to compete with other virtual characters, so it is very important to find virtual objects in virtual scenes. In some cases, virtual objects that a virtual character does not need may be needed by other virtual characters. Therefore, players can mark virtual objects that they have found but do not need, so that other players in the same team can find the marked virtual objects as needed, thereby realizing information sharing. Since virtual marks can usually only indicate the approximate location of virtual objects, it is difficult for players to quickly find virtual objects based on virtual marks. To this end, the embodiments of the present application provide the following method to solve the problem of difficulty in quickly finding marked virtual objects.
[0094] In this embodiment, a display control method is provided, such as Figure 1 As shown, the specific process of the display control method may include S110 to S130.
[0095] S110: Displaying a virtual marker on the graphical user interface, where the virtual marker is a marker generated in response to a marking operation on a virtual object in the virtual scene.
[0096] A virtual marker can be a marker generated by a player after marking a virtual object, and the virtual marker can be used to indicate a virtual object. A virtual object can refer to a scene location in a virtual scene, a virtual prop, etc. A virtual prop can refer to any item that can be held by a virtual character in a virtual scene, such as a virtual weapon, virtual medicine, virtual clothing, etc.
[0097] For example, a player can mark a pool in a virtual scene to generate a corresponding virtual mark. For another example, when a player finds a virtual medicine, he can mark the virtual medicine to generate a virtual mark, which can be displayed in the virtual scene so that other players can see the virtual mark to indicate the approximate location of the virtual object.
[0098] The marking operation can be used to mark the virtual object to generate a corresponding virtual mark. The marking operation can include sliding, clicking, double-clicking, etc., which can be set according to actual needs and are not specifically limited here.
[0099] In some embodiments, when a virtual marker is displayed on a graphical user interface, a marker control corresponding to the virtual marker may be displayed simultaneously. The marker control corresponding to the virtual marker is used to receive a target operation for the virtual marker. When the marker control corresponding to the virtual marker is displayed, if a global virtual map is displayed on the graphical user interface, the marker control corresponding to the virtual marker is displayed on the global virtual map; if the account IDs of other virtual characters in the same team are displayed on the graphical user interface, the marker control corresponding to the virtual marker is displayed at the account ID corresponding to the virtual character performing the target operation.
[0100] That is, the mark control corresponding to the virtual mark can be displayed in two ways. One is that the player can control the graphical user interface to display the global virtual map, and the mark control corresponding to the virtual mark can be displayed at the corresponding position of the global virtual map. Among them, the global virtual map refers to a thumbnail of the entire virtual scene, and any position in the virtual scene can be found on the global virtual map. When displaying the mark control corresponding to the virtual mark on the global virtual map, the virtual scene corresponding to the global virtual map can be obtained, and the display position of the virtual object on the global virtual map can be calculated based on the position of the virtual object in the virtual scene.
[0101] For example, the position mapping relationship between the coordinate position on the global virtual map and the coordinate position in the virtual scene can be obtained, and based on the position mapping relationship and the coordinate position of the virtual object in the virtual scene, the display position of the mark control corresponding to the virtual mark on the global virtual map is calculated, and then the mark control corresponding to the virtual mark is set at the display position. Figure 2 , showing a schematic diagram of a tag control corresponding to a virtual tag. Figure 2 In the figure, the mark control 101 corresponding to the virtual mark is represented by a diamond, and the mark control corresponding to the virtual mark can be displayed at a corresponding position on the global virtual map.
[0102] Another method is to display a game screen on a graphical user interface, on which the account IDs of other players in the same team as the player can be displayed, and a mark control corresponding to the virtual mark can be displayed at the account ID corresponding to the virtual character performing the mark operation. Figure 3 , shows another schematic diagram of a mark control corresponding to a virtual mark. For example, if player A issues the virtual mark, then a mark control 101 corresponding to the virtual mark can be displayed next to the account logo of player A. Figure 3 In the game, players A, B and C are in the same team. The numbers 1, 2 and 3 are the numbers randomly assigned to the three players by the system after they enter the game.
[0103] S120: In response to a target operation on the virtual marker, generate a target path between a first position and a second position in the virtual scene.
[0104] The target operation may include touch, slide, swipe, long press, short press, double click, click, end slide, etc. For example, in some embodiments, the target operation may be a short press operation; in some embodiments, the target operation may be a long press operation; in some embodiments, the target operation may be a slide operation.
[0105] The target operation may also include corresponding shortcut key operations. For example, the player may pre-set shortcut keys to implement the target operation for the virtual marker. For example, the "F1" key may be pre-set as the shortcut key corresponding to the virtual marker. When the player presses the "F1" key, the target operation for the virtual marker may be detected.
[0106] like Figure 2 or Figure 3 As shown in , a mark control corresponding to the virtual mark can be displayed on the graphical user interface so that the player can operate the mark control. If the target operation is a click operation, when a click operation acting on the mark control is detected, it can be considered that the target operation for the virtual mark is detected.
[0107] In some embodiments, in order to facilitate players to quickly find virtual objects, after detecting a target operation on a virtual marker, a target path can be generated between a first position and a second position in a virtual scene in response to the target operation on the virtual marker, so as to instruct the virtual character to move to the second position according to the target path to interact with the virtual object. Any player can operate the marker control corresponding to the virtual marker, for example, if player A generates a virtual marker, player B can click the corresponding marker control, and player A can also click the corresponding marker control to generate a target path.
[0108] The first position is the three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is the three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene. The virtual scene is a scene in three-dimensional space. The position of any object and place in the virtual scene can usually be represented by the three-dimensional coordinates in the world coordinate system of the virtual scene. The three-dimensional spatial position information here can refer to the three-dimensional coordinates in the world coordinate system.
[0109] The target path refers to a movable path between a first position and a second position. If the virtual character moves along the target path, it can move to the second position so that the virtual character can interact with a virtual object at the second position.
[0110] In some embodiments, the generated target path can be displayed in its entirety in a graphical user interface. For example, when the target path cannot be fully displayed in the graphical user interface, the game scene can be reduced and the target path can be scaled so that the target path can be fully displayed in the graphical user interface.
[0111] In some embodiments, the generated target path may be partially displayed in the graphical user interface. For example, when the target path cannot be fully displayed in the graphical user interface, the portion of the target path that can be displayed is displayed. Figure 4 , shows a schematic diagram showing a target path, wherein 102 is the target path.
[0112] Specifically, the display method of the target path can be determined according to actual needs and is not specifically limited here.
[0113] Specifically, when generating a target path, the first position and the second position may be obtained, and then the first position is determined as the target positioning point, and a next positioning point is determined within a preset range of the target positioning point; the target positioning point and the next positioning point are connected to obtain a target sub-path; the next positioning point is used as the target positioning point, and the step of determining the next positioning point within the preset range of the target positioning point to the step of connecting the target positioning point and the next positioning point to obtain a target sub-path is returned to execute until the second position is located on the target sub-path; and all the target sub-paths are determined as the target path.
[0114] The first position is the three-dimensional spatial position information of the virtual character in the virtual scene, which can be used as the starting point of the target path. The second position is the three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene, which can be used as the end point of the target path. First, the first position can be used as the target positioning point, and then the next positioning point of the target positioning point is determined. The target positioning point and the next positioning point are connected to obtain the target sub-path in the target path. Then the determined next positioning point is determined as the target positioning point, and the steps of determining the next positioning point and connecting are returned until the second position is also on the target sub-path.
[0115] For example, see Figure 5, showing a schematic diagram of obtaining the target path. If the first position is point X and the second position is point Y, then the target positioning point is also X, and then the next positioning point x1 is determined, and the target sub-path X-x1 is obtained by connecting point X and point x1; then point x1 is determined as the target positioning point, and the next positioning point x2 after point x1 is determined, and the target sub-path x1-x2 is obtained by connecting point x1 and point x2; then point x2 is determined as the target positioning point, and the next positioning point x3 after point x2 is determined, and the target sub-path x2-x3 is obtained by connecting point x2 and point x3, until point Y is also determined as the next positioning point, and when connected to the target sub-path, all target sub-paths are determined as the target path.
[0116] When determining the next positioning point according to the target positioning point, the next positioning point may be determined within a preset range of the target positioning point, wherein there is no obstacle between the target positioning point and the next positioning point, that is, the virtual character can move from the target positioning point to the next positioning point. The obstacle may refer to a virtual object in the virtual scene that hinders the movement of the virtual character, such as a house, a hill, a stone, etc.
[0117] In order to accurately determine the next positioning point and meet the principle of minimizing the length of the target sub-path, when determining the next positioning point within a preset range of the target positioning point, the direction pointing from the first position to the second position may be determined as a reference direction; within the preset range, a candidate positioning point farthest from the target positioning point is determined, and there is no obstacle between the candidate positioning point and the target positioning point; the direction pointing from the target positioning point to the candidate positioning point is determined as a candidate direction; and the next positioning point is determined from the candidate positioning points according to the angle between the candidate direction and the reference direction.
[0118] Since the virtual character needs to move from the first position to the second position, the direction from the first position to the second position can be determined as a reference direction for use in subsequent determination of the next positioning point.
[0119] Then, within the preset range of the target positioning point, a candidate positioning point that is farthest from the target positioning point is determined. The candidate positioning point refers to a position that is farthest from the target positioning point within the preset range and has no obstacles between it and the target positioning point.
[0120] In some embodiments, the preset range may be a pre-set range, for example, a range within 2 m from the target positioning point. The preset range may be represented as a circular area with the target positioning point as the center, or, of course, may be a spherical area with the target positioning point as the center. When determining the next positioning point, a candidate positioning point with no obstacles between the target positioning point and the target positioning point may be determined at the edge of the area. Then, the direction from the target positioning point to the candidate positioning point is determined as the candidate direction, and the first positioning point is determined from the candidate positioning points according to the angle between the candidate direction and the reference direction.
[0121] Since the target path is a movable path from the first position to the second position, in order to ensure that the length of the target path is the shortest and save time in finding the virtual object, the next positioning point that can move the maximum distance in the reference direction can be determined by the angle between the candidate direction and the reference direction. For example, the angle between the candidate direction and the reference direction can be calculated to obtain the angle corresponding to the candidate positioning point; the candidate positioning point corresponding to the smallest angle is determined as the next positioning point.
[0122] For example, there are three candidate positioning points z1, z2 and z3, the reference direction can be represented as vector XY, the candidate directions can be represented as vector Xz1, vector Xz2 and vector Xz3, and according to the coordinate information of the candidate positioning points, the first position and the second position in the virtual scene, the cosine value of the angle between the candidate direction and the reference direction can be calculated respectively, so as to determine the size of the angle between the candidate direction and the reference direction. Among them, the larger the cosine value, the smaller the angle, so that the candidate positioning point corresponding to the smallest angle can be determined as the next positioning point. If there are two candidate positioning points with the same and smallest angle, one of them can be randomly selected as the next positioning point.
[0123] In some embodiments, if the second position is within the preset range of the target positioning point and there is no obstacle between the target positioning point and the second position, the second position can be directly determined as the next positioning point. If the second position is within the preset range of the target positioning point but there is an obstacle between the target positioning point and the second position, the next positioning point can be determined in the aforementioned manner.
[0124] In some implementations, an optimal path may be generated using a pathfinding algorithm based on the terrain in the virtual scene to obtain a target path, wherein the pathfinding algorithm may include a Dijkstra algorithm, an A* pathfinding algorithm, a B* pathfinding algorithm, a D* pathfinding algorithm, and the like.
[0125] S130, responding to a movement instruction, controlling the virtual character to move according to the target path in the virtual scene.
[0126] After the target path is generated, the virtual character can be controlled to move according to the target path based on the movement instruction, so that the virtual character can reach the second position from the first position.
[0127] In some implementations, the movement instruction may be initiated by the player. For example, the player may issue a movement instruction through a movement operation to control the movement of the virtual character.
[0128] Among them, the movement operation refers to the operation used to control the movement of the virtual character, which may include touch, slide, swipe, long press, short press, double click, click, end slide and other operations. For example, in some embodiments, the movement operation may be a short press operation; in some embodiments, the movement operation may be a long press operation; in some embodiments, the movement operation may be a slide operation. The movement operation may also include corresponding shortcut key operations. For example, the player may pre-set shortcut keys to control the movement of the virtual character. For example, the "F2" key may be pre-set as a shortcut key corresponding to the virtual marker. When the player presses the "F2" key, the movement operation may be detected.
[0129] In some embodiments, the movement instruction may be automatically initiated by the system. For example, when the target path is successfully generated, it can be considered that the movement instruction initiated by the system is received, and the virtual character is automatically controlled to move along the target path. In the process of automatically controlling the virtual character to move along the target path, if the player's interruption operation is detected, the movement of the virtual character can be terminated, and the movement of the virtual character is controlled according to the player's operation instead.
[0130] In some embodiments, due to the player's operation, the virtual character may not move along the target path. In this case, the current position of the virtual character is not on the target path. In order to ensure that the target path can correctly guide the virtual character to move to the second position, the offset between the current position of the virtual character and the target path may be determined; if the offset is greater than a preset threshold, the target path is updated.
[0131] In some implementations, the shortest distance between the current position of the virtual character and the target path may be calculated, and the shortest distance may be used as the offset.
[0132] In other embodiments, an area may be determined with the current position of the virtual character as the center and a preset threshold as the radius. If the target path intersects with the area, it can be considered that the offset between the current position of the virtual character and the target path is not greater than the preset threshold. If the target path does not intersect with the area, it can be considered that the offset between the current position of the virtual character and the target path is greater than the preset threshold.
[0133] The preset threshold value may be any set value. When the offset is greater than the preset threshold value, it can be considered that the virtual character deviates from the target path, and the target path is regenerated based on the current position of the virtual character.
[0134] In some implementations, after determining that the offset is greater than a preset threshold, the offset duration may also be determined. When the offset duration is greater than the preset duration, the target path is updated.
[0135] In some embodiments, the virtual object may include a scene position in a virtual scene, a virtual prop, etc. If the virtual object is an object that cannot be held or used by a virtual character, for example, when the virtual object is a scene position, only a target path may be generated for guidance.
[0136] In some embodiments, if the virtual object can be held or used by a virtual character, for example, when the virtual object is a virtual prop, in order to enhance the interactivity of the virtual marker, a target marker indicating the virtual object may be displayed in a perspective display when the current position of the virtual character and the second position satisfy a preset relationship and there is an obstruction between the virtual character and the second position.
[0137] As the virtual character moves, if the virtual character gets closer to the second position, the current position of the virtual character and the second position may satisfy the preset relationship. In other words, when the straight-line distance between the current position of the virtual character and the second position is less than the preset distance, it can be considered that the current position of the virtual character and the second position satisfy the preset relationship.
[0138] When there is an obstruction between the virtual character and the second position, it is difficult for the player to find the virtual object because the second position is blocked by the obstruction. Therefore, the target mark indicating the virtual object can be displayed in perspective, so that the player can quickly know the specific location of the virtual object. The target mark can be expressed in the form of text, special effects, the virtual object itself, a preset mark, etc. The following is only an example of a target mark being a special effect set for a virtual object.
[0139] In some implementations, when generating the target mark, the virtual object may be stroked to obtain a virtual outline; and a preset special effect may be set for the virtual outline to obtain the target mark.
[0140] For example, when rendering a virtual object, the virtual object may be enlarged along the normal, and then only the enlarged area may be rendered to achieve the tracing of the virtual object, thereby obtaining a virtual outline. Then, in order to make the target mark more eye-catching, a preset special effect may be set for the virtual outline, for example, the virtual outline may be set to a highlight or luminous material, etc. After setting the preset special effect for the virtual outline, the target mark may be obtained.
[0141] As an implementation, when the current position and the second position of the virtual character satisfy a preset relationship and there is an obstacle between the current position and the second position of the virtual character, a target mark indicating the virtual object is generated and displayed in perspective.
[0142] As an implementation method, a target mark may be generated when the current position and the second position of the virtual character satisfy a preset relationship, and the target mark may be displayed in perspective when the current position and the second position of the virtual character satisfy the preset relationship and there is an obstacle between the current position and the second position of the virtual character.
[0143] As an implementation mode, in response to a marking operation on a virtual object, an indicative virtual mark and a target mark may be generated, and when the current position and the second position of the virtual character satisfy a preset relationship and there is an obstacle between the current position and the second position of the virtual character, the target mark may be displayed in perspective.
[0144] Perspective display of target markers may refer to displaying the target markers in the virtual scene, and the target markers will not be blocked by obstructions in the virtual scene. For example, if a virtual object is in a building, when the virtual character is outside the building, the specific location of the virtual object cannot be observed. At this time, if the target marker is displayed in the virtual scene, the player can directly see the target marker through the building, and thus can know the specific location of the virtual object according to the target marker.
[0145] For example, see Figure 6 , shows a schematic diagram showing target markings. Figure 6 In the example, the virtual object is located in the building 103, which blocks the specific location of the virtual object. The player cannot observe the specific location of the virtual object. However, the target mark 104 can directly indicate the specific location of the virtual object through the building 103. At the same time, the virtual mark 105 and the target path 102 can also continue to be displayed to indicate the movement of the virtual character.
[0146] In some embodiments, in order to display the target mark more naturally, the target mark can be displayed in the virtual scene by controlling the display level, which is hereinafter referred to as the first method. For example, the target mark can be controlled to be at the second position in the virtual scene; the target mark can be controlled to be displayed on an upper layer of a target display layer, where the target display layer is the display layer where the virtual object is located.
[0147] After the target marker is generated, the target marker can be set at a second position in the virtual scene, that is, at the position of the virtual object in the virtual scene, and then the target marker is controlled to be displayed in the upper layer of the target display layer. The target display layer may refer to the display layer where all models in the virtual scene are located, that is, all models in the virtual scene, for example, models of buildings, models of objects, and models of characters are displayed in the target display layer, so that a visual effect of occlusion can be shown between buildings, objects, and characters. Displaying the target marker in the upper layer of the target display layer means that the target marker can occlude all models in the model layer, so that the target marker can be displayed in perspective in the game scene without being blocked by occluders in the virtual scene.
[0148] In some embodiments, in order to reduce the amount of data processing and quickly display the target mark, the target mark can be pasted in the display screen to control the display of the target mark in the virtual scene, which is subsequently referred to as the second method. For example, the second position can be converted into a target display position, and the target display position is the display position of the virtual object in the graphical user interface; the target mark is placed at the display position.
[0149] It is understandable that there may be a world coordinate system in the virtual scene, and the position of any virtual object can be represented by coordinates in the world coordinate system. Then, the second position can also be represented by the coordinate information in the world coordinate system. In order to present the virtual object in the virtual scene on the graphical interface, the coordinate information in the world coordinate system can usually be converted into the display coordinates on the graphical interface. Then, the second position can also be converted into a position in the graphical user interface, that is, the target display position, according to the conversion relationship between the coordinate systems. Then, the target mark is directly set at the target display position to achieve the coverage of the virtual object displayed in the graphical user interface. In other words, the target mark can be used as a map and directly attached to the corresponding display position for display.
[0150] In some embodiments, when the target mark is displayed in perspective, the target mark can be controlled to be at the second position in the virtual scene; within the visual field of the virtual character, the transparency of the obstruction is adjusted to a specified range so as to display the target mark in perspective. This method is hereinafter referred to as the third method.
[0151] After the target marker is generated, the target marker can be set at a second position in the virtual scene. Due to the presence of an obstruction, the virtual object is not visible within the field of vision of the virtual character. In order to highlight the virtual object so that the player can know the exact position of the virtual object, the transparency of the obstruction can be adjusted within a specified range, and the obstruction can be controlled to become transparent, so that the player can observe the virtual object through the obstruction.
[0152] Among them, the higher the transparency value, the more transparent the occluder, the more transparent the occluder, and the more obvious the target mark. Therefore, the specified range can refer to a range in which the player can observe the virtual object through the occluder, for example, a range greater than a certain transparency threshold, such as a transparency greater than 20.
[0153] In some embodiments, the target mark may be displayed in perspective in the virtual scene in different ways according to the straight-line distance between the current position and the second position of the virtual character. For example, when the straight-line distance between the current position and the second position of the virtual character is less than the preset distance, the target mark may be displayed in the third way; when the straight-line distance between the current position and the second position of the virtual character is less than the first distance, the target mark may be displayed in the second way; when the straight-line distance between the current position and the second position of the virtual character is less than the second distance, the target mark may be displayed in the first way; wherein the preset distance is greater than the first distance, and the first distance is greater than the second distance.
[0154] Since the value of the preset distance is the largest, it indicates that the virtual character may still be some distance away from the virtual object. The third method is used to display the target mark, which has a better display effect. When the straight-line distance is less than the first distance, it can be seen that the virtual character is closer to the virtual object. In order to reduce the amount of data processing and allow the player to observe the virtual object, the second method can be used. When the straight-line distance is less than the second distance, it can be seen that the virtual character is already near the virtual object. At this time, in order to have a better display effect, the first method can be used to display the target mark.
[0155] It should be noted that the specific manner in which the target mark is displayed can be determined according to actual needs, and is only used as an example and is not specifically limited.
[0156] When the virtual character moves to the second position, the target path can be controlled to disappear, and when the virtual character interacts with the virtual object, for example, after the virtual character picks up the virtual object, the target mark disappears.
[0157] The virtual tag is usually marked by the player who controls the target virtual character, and the target virtual character refers to the virtual character in the same team as the virtual character. In order to improve the interactivity of the virtual tag, in response to the target operation on the virtual tag, the account identification corresponding to the virtual object performing the target operation can be obtained; according to the account identification, prompt information is displayed on the graphical user interface corresponding to the target virtual character.
[0158] The target virtual character refers to a virtual character that is in the same team as the virtual object that performs the target operation, that is, a teammate character, so as to prompt the player who controls the target virtual character that the virtual object indicated by the virtual mark is what the player corresponding to the account identifier wants, thereby preventing the player who controls the target virtual object from also looking for the virtual object indicated by the virtual mark.
[0159] The virtual object that performs the target operation refers to the virtual character controlled by the player that performs the target operation, and the account identifier refers to the identifier of the account of the player that controls the virtual character in the game, such as the name of the account, the number of the account in the team, etc. The graphical user interface corresponding to the target virtual character refers to the graphical user interface presented on the terminal used by the player that controls the target virtual character.
[0160] That is to say, when a player performs a target operation on a virtual marker, it can indicate the player's intention to possess the virtual object indicated by the virtual marker. In order to avoid other teammates from simultaneously searching for the virtual object indicated by the virtual marker, information can be prompted on the teammate's user terminal based on the user ID of the player who has the intention to possess the virtual object, thereby improving the interactivity of the marker and enhancing communication between teammates.
[0161] For example, user A, user B and user C are in the same team. User B marks the virtual drug and generates a virtual tag. User A happens to need the virtual drug. User A can click the tag control corresponding to the virtual tag to indicate his / her intention to possess the virtual drug. After user A clicks the tag control corresponding to the virtual tag, user B and user C can see a prompt message. According to the prompt message, they can know that user A needs the virtual drug. If user C also happens to need the virtual drug, since user C already knows that user A needs the virtual drug according to the prompt message, he / she does not need to look for the virtual drug anymore.
[0162] In some embodiments, the server may respond to only one target operation, for example, respond to the first received target operation. That is, when obtaining the account identifier corresponding to the virtual character that performs the target operation, the account identifier corresponding to the first virtual character that performs the target operation may be obtained, wherein the first virtual character that performs the target operation refers to the virtual character controlled by the first player who performs the target operation for the virtual tag.
[0163] As an implementation method, the server may record the response time of the target operation for the virtual tag. When obtaining the account identifier corresponding to the first virtual character that performs the target operation, if the target operation is received and there is no response time, the account identifier corresponding to the virtual object that performs the target operation is obtained.
[0164] That is, if a target operation for a virtual tag is received, it can be determined whether there is a response time; if there is a response time, it indicates that the target operation for the virtual tag has been responded to, and the target operation received this time will no longer be responded to; if there is no response time, the target operation can be responded to, thereby achieving the goal of only responding to the target operation received first.
[0165] That is to say, only the first target operation for the virtual marker can be responded to. For example, after user A clicks the marker control of the virtual marker, the target path can be displayed on the interface of user A, and prompt information can be displayed on the interfaces of user B and user C. If user C clicks the marker control corresponding to the virtual marker again after user A clicks the marker control corresponding to the virtual marker, the display of the target path cannot be triggered.
[0166] As an implementation method, after responding to the first target operation on the virtual marker, the mark control corresponding to the virtual marker can be controlled to change to an inoperable state, that is, a locked state, in which other players can no longer perform target operations on the virtual marker. For example, after user A clicks the mark control of the virtual marker, the target path can be displayed on the interface of user A, and prompt information can be displayed on the interfaces of user B and user C, and the mark control of the virtual marker can be displayed in a state that can no longer be clicked, for example, the mark control is set to gray.
[0167] In some embodiments, it is also possible to respond to all target operations on the virtual marker and display prompt information according to the distance between the current position of the virtual character and the second position. For example, if both user A and user C click on the marker control corresponding to the virtual marker, then the graphical user interfaces of user A and user C can display the target path, and the prompt information can be displayed on the graphical user interfaces of all players.
[0168] In some embodiments, user identifiers may be sorted and displayed according to the probability of acquiring a virtual object. For example, the remaining path length for the virtual character controlled by user A to reach the second position is y1, and the remaining path length for the virtual character controlled by user B to reach the second position is y2, and y1 is less than y2, then the probability of user A acquiring the virtual object is greater than that of user B, and the prompt information may be displayed as "User A, User B". As users A and B control the corresponding virtual characters to move, the remaining path length may change, resulting in a change in the probability of acquiring the virtual object, and the prompt information may also change accordingly. For example, when the probability of user B acquiring the virtual object is greater than the probability of user A acquiring the virtual object, the prompt information may be displayed as "User B, User A".
[0169] In some embodiments, in response to the first target operation on the virtual tag, the target path is generated, and the account ID of the first virtual character that performs the target operation is displayed on the graphical user interface of the target virtual character; in response to a non-first target operation on the virtual tag, only the target path may be generated. For example, after user A clicks the tag control corresponding to the virtual tag, the target path may be displayed on the interface of user A, and prompt information (i.e., the account ID of user A) may be displayed on the interfaces of user B and user C. If user C clicks the tag control corresponding to the virtual tag again after user A clicks the tag control corresponding to the virtual tag, the target path may be triggered to be displayed, but the prompt information corresponding to user C will not be displayed.
[0170] In some embodiments, when the prompt information is displayed, if a global virtual map is displayed on the graphical user interface, the prompt information is displayed at the mark control corresponding to the virtual mark; if a virtual scene is displayed on the graphical user interface, the prompt information is displayed at the virtual mark displayed in the virtual scene.
[0171] As an implementation method, the player can control the graphical user interface to display the global virtual map, and the prompt information can be displayed at the corresponding position of the global virtual map. Figure 7 , showing a schematic diagram of displaying prompt information. Figure 7 In the diagram, the prompt information can be divided into two parts. The first part is displayed near the mark control 101 of the virtual mark, and the second part displays more detailed information on the left side of the map, such as the corresponding virtual mark and the corresponding prompt "1 Player A occupied in advance" to indicate that Player A numbered 1 occupies the virtual object indicated by the virtual mark in advance.
[0172] As another implementation, when in a virtual scene, a virtual marker can be displayed in a corresponding direction in the virtual scene so that the player can know the approximate position of the virtual object indicated by the virtual marker. Thus, the prompt information can also be displayed at the virtual marker in the virtual scene. For example, Figure 8 , shows another schematic diagram of displaying prompt information, in which prompt information "1" can be displayed near the virtual mark 105 in the virtual scene, and at the same time, the target path 102 continues to be displayed to indicate the movement of the virtual character.
[0173] The display control scheme provided in the embodiment of the present application can be applied to various game marking scenarios. For example, in shooting games, items can usually be marked to instruct players to find the virtual objects indicated by the marks. The scheme provided in the embodiment of the present application can further reduce the time for players to find the marked virtual objects, and assist players to quickly find the marked virtual objects.
[0174] As can be seen from the above, the embodiment of the present application can display a virtual marker, and in response to a target operation on the virtual marker, generate a target path from the first position to the second position to instruct the virtual object to move to the second position and interact with the virtual object indicated by the virtual marker; in response to the movement instruction, control the virtual character to move according to the target path in the virtual scene. Based on the virtual marker, the approximate position of the virtual object can be indicated, and based on the generated target path, the virtual character can be guided to move to the second position, thereby assisting the player to accurately locate the position of the virtual object and improve the efficiency of finding the marked virtual object. And when the virtual object is a virtual prop, a target marker can be generated and displayed, based on the virtual marker, the approximate position of the virtual object can be indicated, and based on the target marker, the specific position of the virtual object can be indicated, which can further assist the player to accurately locate the position of the virtual object and improve the efficiency of finding the marked virtual object.
[0175] The method described in the above embodiment will be further described in detail below.
[0176] In this embodiment, a shooting game is taken as an example in which a corresponding virtual object is found according to a virtual marker, the virtual object is a virtual prop, and the virtual marker can only be occupied by the player who first performs the target operation, to describe the method of the embodiment of the present application in detail.
[0177] like Fig. 9 As shown, a specific process of a display control method is as follows:
[0178] S210: In response to a first click operation on the virtual marker, a target path from the first position to the second position is displayed on the first graphical user interface, and prompt information is displayed on the second graphical user interface.
[0179] The virtual marker can be displayed in a virtual scene, and a marker control corresponding to the virtual marker can be displayed in a global virtual map, or displayed near an account identifier corresponding to the virtual character that generates the virtual marker.
[0180] The player may click on the mark control corresponding to the virtual mark to indicate the intention to possess the virtual object indicated by the virtual mark. When a click operation on the mark control corresponding to the virtual mark is detected, it can be considered that a click operation on the virtual mark is detected. The server may display the target path on a first graphical user interface in response to the first click operation on the virtual mark, and the first graphical user interface refers to a graphical user interface on a terminal used by the player who first performs the click operation on the virtual mark.
[0181] In response to the first click operation on the virtual marker, the server can also display a prompt message on a second graphical user interface, wherein the second graphical user interface is a graphical user interface of a player who is on the same team as the player who first performs the click operation on the virtual marker, i.e., a teammate.
[0182] That is to say, after the player clicks the mark control of the virtual mark, the target path can be displayed on the graphical user interface of the player who first performs the click operation, i.e., the first graphical user interface, and the prompt information can be displayed on the teammate's graphical user interface, i.e., the second graphical user interface.
[0183] The prompt information may include the account ID of the player who first performs the click operation. For example, if the account ID of the player who first performs the click operation in the team is "3", "3" may be displayed on the second graphical user interface. Specifically, it may be displayed near the virtual marker in the virtual scene, or near the marker control corresponding to the virtual marker displayed on the global virtual map.
[0184] S220: In response to the movement instruction, control the virtual character to move according to the target path in the virtual scene.
[0185] S230: Stroke the virtual object to obtain a virtual outline.
[0186] S240, setting the virtual outline as a luminous material to obtain a target mark.
[0187] S250: If the distance between the current position of the virtual character and the second position is less than a preset distance, and there is an obstruction between the virtual character and the second position, control the target mark to be displayed in perspective on the first graphical user interface.
[0188] By controlling the movement of the virtual character, the player can change the distance between the current position and the second position of the virtual character. If the distance between the current position and the second position of the virtual character is less than the preset distance, the server can stroke the virtual object to obtain a virtual outline. Then the virtual outline is given a luminous material so that the virtual outline appears highlighted to obtain a target mark. It can be understood that the target mark may belong to the special effects layer, while the virtual character, virtual object and other objects in the virtual scene are all in the model layer. Then the special effects layer is controlled to be always placed above the model layer, so that the target mark is displayed on the upper layer of the model layer, so that the target mark will not be blocked by the obstructions in the virtual scene, and the perspective display of the target mark is achieved.
[0189] When the target mark is displayed on the upper layer of the model layer, the player can observe the target mark on the first graphical user interface, and the target mark will not be blocked by the obstructions in the virtual scene, thereby facilitating the player to control the virtual object to accurately find the virtual object.
[0190] When the virtual character moves to the second position, the target path on the first graphical user interface can be controlled to disappear. If it is detected that the virtual character interacts with the virtual object, for example, after the virtual character picks up the virtual object, the target mark is controlled to disappear.
[0191] As can be seen from the above, the embodiment of the present application can display the target path on the first graphical user interface and display prompt information on the second graphical user interface in response to the target operation for the virtual marker; when the virtual character moves to the vicinity of the virtual object, the target marker indicating the virtual object is highlighted in perspective display so that the player can accurately determine the position of the virtual object. By indicating the approximate position of the virtual object through the virtual marker and accurately indicating the position of the virtual object through the target marker, the time for finding the virtual object can be saved and the efficiency of finding the virtual object can be improved. In addition, by displaying the prompt information on the second graphical user interface, the value of the information conveyed by the marker can be enhanced, and the information exchange between teammates can be enhanced.
[0192] In order to better implement the above method, the embodiment of the present application also provides a display control device, which can be integrated in an electronic device, and the electronic device can be a terminal, a server, etc. Among them, the terminal can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop, a personal computer, etc.; the server can be a single server or a server cluster composed of multiple servers.
[0193] For example, in this embodiment, the method of the embodiment of the present application will be described in detail by taking the display control device being specifically integrated in the terminal as an example.
[0194] For example, Fig.10 As shown, the display control device 300 may include a display module 310 , a response module 320 and a control module 330 .
[0195] A display module 310, configured to display a virtual marker on the graphical user interface, wherein the virtual marker is a marker generated in response to a marking operation on a virtual object in the virtual scene;
[0196] a response module 320, configured to generate a target path between a first position and a second position in the virtual scene in response to a target operation on the virtual marker, so as to instruct the virtual character to move to the second position according to the target path, wherein the first position is three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene;
[0197] The control module 330 is used to respond to the movement instruction and control the virtual character to move according to the target path in the virtual scene.
[0198] In some embodiments, the virtual object is a virtual prop, and the response module 320 is used to:
[0199] In the case where the current position of the virtual character and the second position satisfy a preset relationship, and there is an obstruction between the virtual character and the second position, a target mark indicating the virtual object is displayed in perspective through the display module 310 .
[0200] In some embodiments, the response module 320 is further configured to:
[0201] Performing a stroke process on the virtual object to obtain a virtual outline;
[0202] Setting a preset special effect for the virtual outline to obtain a target mark indicating the virtual object;
[0203] determining a straight-line distance between the current position and the second position;
[0204] If the straight-line distance is less than the preset distance and there is an obstruction between the virtual character and the second position, the target mark is displayed in perspective through the display module 310 .
[0205] In some embodiments, the display module 310 is further configured to:
[0206] controlling the target mark to be located at the second position in the virtual scene;
[0207] The target mark is controlled to be displayed on an upper layer of a target display layer, where the target display layer is the display layer where the virtual object is located.
[0208] In some embodiments, the display module 310 is further configured to:
[0209] converting the second position into a target display position, where the target display position is a display position of the virtual object in the graphical user interface;
[0210] The target mark is placed at the display location.
[0211] In some embodiments, the display module 310 is further configured to:
[0212] controlling the target mark to be located at the second position in the virtual scene;
[0213] Within the field of view of the virtual object, the transparency of the occluder is adjusted to a specified range.
[0214] In some embodiments, in response to the target operation on the virtual tag, the response module 320 is further configured to:
[0215] Obtaining an account ID corresponding to the virtual character that performs the target operation;
[0216] According to the account identifier, prompt information is displayed on a graphical user interface corresponding to a target virtual character, wherein the target virtual character is a virtual character in the same team as the virtual character that performs the target operation.
[0217] In some embodiments, the response module 320 is further configured to:
[0218] Obtain the account identifier corresponding to the first virtual character that performs the target operation.
[0219] In some embodiments, the display module 310 is further configured to:
[0220] If a global virtual map is displayed on the graphical user interface, the prompt information is displayed at a mark control corresponding to the virtual mark, and the mark control is used to receive a target operation for the virtual mark;
[0221] If a virtual scene is displayed on the graphical user interface, the prompt information is displayed at a virtual mark in the virtual scene.
[0222] In some embodiments, the display module 310 is further configured to:
[0223] If a global virtual map is displayed on the graphical user interface, a mark control corresponding to the virtual mark is displayed on the global virtual map, and the mark control is used to receive a target operation for the virtual mark;
[0224] If the account identifications of other virtual characters in the same team are displayed on the graphical user interface, a mark control corresponding to the virtual mark is displayed at the account identification corresponding to the virtual character performing the mark operation.
[0225] In some embodiments, after responding to the movement instruction and controlling the virtual character to move according to the target path in the virtual scene, the response module 320 is further configured to:
[0226] Determining an offset between a current position of the virtual character and the target path;
[0227] If the offset is greater than a preset threshold, the target path is updated.
[0228] In some embodiments, the response module 320 further includes:
[0229] a position acquisition unit, configured to acquire the first position and the second position;
[0230] A positioning point determination unit, configured to determine the first position as a target positioning point, and determine a next positioning point within a preset range of the target positioning point, wherein there is no obstacle between the next positioning point and the target positioning point;
[0231] A target subpath determining unit, used to connect the target positioning point and the next positioning point to obtain a target subpath;
[0232] a loop unit, configured to use the next positioning point as the target positioning point, and return to the step of determining the next positioning point within a preset range of the target positioning point to the step of connecting the target positioning point and the next positioning point to obtain a target subpath, until the second position is located on the target subpath;
[0233] The target path determining unit is used to determine all the target sub-paths as the target path.
[0234] In some embodiments, the positioning point determination unit is further configured to:
[0235] determining a direction from the first position to the second position as a reference direction;
[0236] Determine, within the preset range, a candidate positioning point that is farthest from the target positioning point, where no obstacle exists between the candidate positioning point and the target positioning point;
[0237] Determine a direction from the target positioning point to the candidate positioning point as a candidate direction;
[0238] The next positioning point is determined from the candidate positioning points according to the angle between the candidate direction and the reference direction.
[0239] In some embodiments, the positioning point determination unit is further configured to:
[0240] Calculating the angle between the candidate direction and the reference direction to obtain the angle corresponding to the candidate positioning point;
[0241] The candidate positioning point corresponding to the smallest angle is determined as the next positioning point.
[0242] In specific implementation, the above modules or units can be implemented as independent entities, or can be arbitrarily combined to be implemented as the same or several entities. The specific implementation of the above modules or units can refer to the previous method embodiments, which will not be repeated here.
[0243] As can be seen from the above, the display control device of this embodiment can display a virtual marker, generate a target path from the first position to the second position in response to a target operation on the virtual marker, in order to instruct the virtual object to move to the second position and interact with the virtual object indicated by the virtual marker; in response to a movement instruction, control the virtual character to move in the virtual scene according to the target path. Based on the virtual marker, the approximate position of the virtual object can be indicated, and based on the generated target path, the virtual character can be guided to move to the second position, thereby assisting the player to accurately locate the position of the virtual object and improving the efficiency of finding the marked virtual object.
[0244] Correspondingly, an embodiment of the present application also provides an electronic device, which may be a terminal or a server, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer, a personal digital assistant (PDA), or other terminal devices.
[0245] like Fig.11 As shown, Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application, wherein the electronic device 400 includes a processor 401 having one or more processing cores, a memory 402 having one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 is electrically connected to the memory 402. It will be understood by those skilled in the art that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange components differently.
[0246] The processor 401 is the control center of the electronic device 400. It uses various interfaces and lines to connect various parts of the entire electronic device 400, and executes various functions of the electronic device 400 and processes data by running or loading software programs and / or modules stored in the memory 402, and calling data stored in the memory 402.
[0247] In the embodiment of the present application, the processor 401 in the electronic device 400 will load instructions corresponding to the processes of one or more application programs into the memory 402 according to the following steps, and the processor 401 will run the application programs stored in the memory 402 to implement various functions:
[0248] A virtual marker is displayed on the graphical user interface, wherein the virtual marker is a marker generated in response to a marking operation on a virtual object in the virtual scene; in response to a target operation on the virtual marker, a target path is generated between a first position and a second position in the virtual scene to instruct the virtual character to move to the second position according to the target path, wherein the first position is the three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is the three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene; in response to a movement instruction, the virtual character is controlled to move in the virtual scene according to the target path.
[0249] If the virtual object is a virtual prop, when the current position of the virtual character and the second position satisfy a preset relationship, and there is an obstruction between the virtual character and the second position, a target mark indicating the virtual object is displayed in perspective.
[0250] Based on the virtual marker, the approximate position of the virtual object can be determined. When the virtual character and the virtual object are close, a target marker is generated to indicate the specific position of the virtual object, so that the player can quickly find the virtual object indicated by the virtual marker.
[0251] The virtual object is stroked to obtain a virtual outline; a preset special effect is set for the virtual outline to obtain a target mark indicating the virtual object; a straight-line distance between the current position and the second position is determined; if the straight-line distance is less than a preset distance and there is an obstruction between the virtual character and the second position, the target mark is displayed in perspective.
[0252] Setting preset special effects for the outline of virtual objects to obtain target marks makes the target marks more conspicuous, further facilitating players to accurately find virtual objects, and performing perspective display under certain conditions to improve the efficiency of finding virtual objects.
[0253] The target mark is controlled to be located at the second position in the virtual scene; and the target mark is controlled to be displayed on an upper layer of a target display layer, where the target display layer is the display layer where the virtual object is located.
[0254] By setting the display hierarchy relationship between the target mark and the display layer where the virtual object is located, the target mark can be displayed on the upper layer of all models in the virtual scene, so that the target mark can be free from obstructions in the virtual scene.
[0255] The second position is converted into a target display position, where the target display position is a display position of the virtual object in the graphical user interface; and the target mark is placed at the display position.
[0256] Placing the target mark at the display position of the virtual object in the graphical user interface is simple and convenient to process, and can also ensure that the target mark is not blocked by any obstruction in the virtual scene.
[0257] The target mark is controlled to be located at the second position in the virtual scene; and within the field of view of the virtual object, the transparency of the obstruction is adjusted to a specified range.
[0258] The transparency of the occluder that blocks the target mark is adjusted to ensure that the target mark is not blocked by the occluder in the virtual scene.
[0259] The account ID corresponding to the virtual character performing the target operation is obtained; and prompt information is displayed on a graphical user interface corresponding to the target virtual character according to the account ID, wherein the target virtual character is a virtual character in the same team as the virtual character performing the target operation.
[0260] When a player performs a target operation on a virtual marker, a prompt message generated by the account identification corresponding to the player can be displayed on the graphical user interface of other teammates to enhance the interactivity of the marker.
[0261] Obtain the account identifier corresponding to the first virtual character that performs the target operation.
[0262] If a global virtual map is displayed on the graphical user interface, the prompt information is displayed at the mark control corresponding to the virtual mark, and the mark control is used to receive a target operation for the virtual mark; if a virtual scene is displayed on the graphical user interface, the prompt information is displayed at the virtual mark in the virtual scene.
[0263] Prompt information can be displayed in different areas to help players obtain relevant information.
[0264] If a global virtual map is displayed on the graphical user interface, a mark control corresponding to the virtual mark is displayed on the global virtual map, and the mark control is used to receive a target operation for the virtual mark; if the account identifications of other virtual characters in the same team are displayed on the graphical user interface, the mark control corresponding to the virtual mark is displayed at the account identification corresponding to the virtual character that performs the marking operation.
[0265] Marker controls of virtual markers can be displayed in different areas, making it easy for players to perform target operations on the virtual markers.
[0266] Determine the offset between the current position of the virtual character and the target path; if the offset is greater than a preset threshold, update the target path.
[0267] When the virtual object deviates from the target path by a certain distance, the target path may be updated so that the target path can accurately indicate that the virtual object has reached the second position.
[0268] Acquire the first position and the second position; determine the first position as a target positioning point, determine a next positioning point within a preset range of the target positioning point, and there is no obstacle between the next positioning point and the target positioning point; connect the target positioning point and the next positioning point to obtain a target sub-path; use the next positioning point as the target positioning point, and return to the step of determining the next positioning point within the preset range of the target positioning point to the step of connecting the target positioning point and the next positioning point to obtain a target sub-path, until the second position is located on the target sub-path; determine all the target sub-paths as the target path.
[0269] Starting from the current position of the virtual object, the next positioning point is continuously searched to obtain multiple target sub-paths, thereby forming a target path.
[0270] The direction from the first position to the second position is determined as a reference direction; within the preset range, a candidate positioning point farthest from the target positioning point is determined, and there is no obstacle between the candidate positioning point and the target positioning point; the direction from the target positioning point to the candidate positioning point is determined as a candidate direction; and the next positioning point is determined from the candidate positioning points according to the angle between the candidate direction and the reference direction.
[0271] By searching for qualified candidate positioning points within the preset range of the target positioning point, and then determining the next positioning point from the candidate positioning points through the reference direction, it can be ensured that each target sub-path obtained is movable by the virtual object.
[0272] The angle between the candidate direction and the reference direction is calculated to obtain the angle corresponding to the candidate positioning point; and the candidate positioning point corresponding to the smallest angle is determined as the next positioning point.
[0273] Determining the next positioning point from the candidate positioning points based on the angle can ensure that the length of each target sub-path is short, avoid detours on the target path, and increase the time for players to find virtual objects.
[0274] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0275] Optional, such as Fig.11As shown, the electronic device 400 further includes: a touch screen 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407, respectively. Those skilled in the art can understand that Fig.11 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0276] The touch display screen 403 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 403 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 401, and can receive the command sent by the processor 401 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 401 to determine the type of touch event, and then the processor 401 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 403 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 403 can also be used as a part of the input unit 406 to realize the input function.
[0277] In the embodiment of the present application, the processor 401 executes the game application to generate a graphical user interface on the touch screen 403. The virtual scene on the graphical user interface includes at least one skill control area, and the skill control area includes at least one skill control. The touch screen 403 is used to present the graphical user interface and receive operation instructions generated by the user acting on the graphical user interface.
[0278] The radio frequency circuit 404 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.
[0279] The audio circuit 405 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 405 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 405 and converted into audio data, and then the audio data is output to the processor 401 for processing, and then sent to another electronic device through the radio frequency circuit 404, or the audio data is output to the memory 402 for further processing. The audio circuit 405 may also include an earplug jack to provide communication between an external headset and an electronic device.
[0280] The input unit 406 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0281] The power supply 407 is used to supply power to various components of the electronic device 400. Optionally, the power supply 407 can be logically connected to the processor 401 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 407 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0282] although Fig.11 Not shown, the electronic device 400 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0283] In the above embodiments, 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.
[0284] As can be seen from the above, the electronic device provided in this embodiment can display a virtual marker, generate a target path from a first position to a second position in response to a target operation on the virtual marker, in order to instruct the virtual object to move to the second position, and interact with the virtual object indicated by the virtual marker; in response to a movement instruction, control the virtual character to move in the virtual scene according to the target path. Based on the virtual marker, the approximate position of the virtual object can be indicated, and based on the generated target path, the virtual character can be guided to move to the second position, thereby assisting the player to accurately locate the position of the virtual object and improving the efficiency of finding the marked virtual object.
[0285] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0286] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute the steps in any display control method provided in the embodiment of the present application. For example, the computer program can execute the following steps:
[0287] A virtual marker is displayed on the graphical user interface, wherein the virtual marker is a marker generated in response to a marking operation on a virtual object in the virtual scene; in response to a target operation on the virtual marker, a target path is generated between a first position and a second position in the virtual scene to instruct the virtual character to move to the second position according to the target path, wherein the first position is the three-dimensional spatial position information of the virtual character in the virtual scene, and the second position is the three-dimensional spatial position information of the virtual object indicated by the virtual marker in the virtual scene; in response to a movement instruction, the virtual character is controlled to move in the virtual scene according to the target path.
[0288] If the virtual object is a virtual prop, when the current position of the virtual character and the second position satisfy a preset relationship, and there is an obstruction between the virtual character and the second position, a target mark indicating the virtual object is displayed in perspective.
[0289] Based on the virtual marker, the approximate position of the virtual object can be determined. When the virtual character and the virtual object are close, a target marker is generated to indicate the specific position of the virtual object, so that the player can quickly find the virtual object indicated by the virtual marker.
[0290] The virtual object is stroked to obtain a virtual outline; a preset special effect is set for the virtual outline to obtain a target mark indicating the virtual object; a straight-line distance between the current position and the second position is determined; if the straight-line distance is less than a preset distance and there is an obstruction between the virtual character and the second position, the target mark is displayed in perspective.
[0291] Setting preset special effects for the outline of virtual objects to obtain target marks makes the target marks more conspicuous, further facilitating players to accurately find virtual objects, and performing perspective display under certain conditions to improve the efficiency of finding virtual objects.
[0292] The target mark is controlled to be located at the second position in the virtual scene; and the target mark is controlled to be displayed on an upper layer of a target display layer, where the target display layer is the display layer where the virtual object is located.
[0293] By setting the display hierarchy relationship between the target mark and the display layer where the virtual object is located, the target mark can be displayed on the upper layer of all models in the virtual scene, so that the target mark can be free from obstructions in the virtual scene.
[0294] The second position is converted into a target display position, where the target display position is a display position of the virtual object in the graphical user interface; and the target mark is placed at the display position.
[0295] Placing the target mark at the display position of the virtual object in the graphical user interface is simple and convenient to process, and can also ensure that the target mark is not blocked by any obstruction in the virtual scene.
[0296] The target mark is controlled to be located at the second position in the virtual scene; and within the field of view of the virtual object, the transparency of the obstruction is adjusted to a specified range.
[0297] The transparency of the occluder that blocks the target mark is adjusted to ensure that the target mark is not blocked by the occluder in the virtual scene.
[0298] The account ID corresponding to the virtual character performing the target operation is obtained; and prompt information is displayed on a graphical user interface corresponding to the target virtual character according to the account ID, wherein the target virtual character is a virtual character in the same team as the virtual character performing the target operation.
[0299] When a player performs a target operation on a virtual marker, a prompt message generated by the account identification corresponding to the player can be displayed on the graphical user interface of other teammates to enhance the interactivity of the marker.
[0300] Obtain the account identifier corresponding to the first virtual character that performs the target operation.
[0301] If a global virtual map is displayed on the graphical user interface, the prompt information is displayed at the mark control corresponding to the virtual mark, and the mark control is used to receive a target operation for the virtual mark; if a virtual scene is displayed on the graphical user interface, the prompt information is displayed at the virtual mark in the virtual scene.
[0302] Prompt information can be displayed in different areas to help players obtain relevant information.
[0303] If a global virtual map is displayed on the graphical user interface, a mark control corresponding to the virtual mark is displayed on the global virtual map, and the mark control is used to receive a target operation for the virtual mark; if the account identifications of other virtual characters in the same team are displayed on the graphical user interface, the mark control corresponding to the virtual mark is displayed at the account identification corresponding to the virtual character that performs the marking operation.
[0304] Marker controls of virtual markers can be displayed in different areas, making it easy for players to perform target operations on the virtual markers.
[0305] Determine the offset between the current position of the virtual character and the target path; if the offset is greater than a preset threshold, update the target path.
[0306] When the virtual object deviates from the target path by a certain distance, the target path may be updated so that the target path can accurately indicate that the virtual object has reached the second position.
[0307] Acquire the first position and the second position; determine the first position as a target positioning point, determine a next positioning point within a preset range of the target positioning point, and there is no obstacle between the next positioning point and the target positioning point; connect the target positioning point and the next positioning point to obtain a target sub-path; use the next positioning point as the target positioning point, and return to the step of determining the next positioning point within the preset range of the target positioning point to the step of connecting the target positioning point and the next positioning point to obtain a target sub-path, until the second position is located on the target sub-path; determine all the target sub-paths as the target path.
[0308] Starting from the current position of the virtual object, the next positioning point is continuously searched to obtain multiple target sub-paths, thereby forming a target path.
[0309] The direction from the first position to the second position is determined as a reference direction; within the preset range, a candidate positioning point farthest from the target positioning point is determined, and there is no obstacle between the candidate positioning point and the target positioning point; the direction from the target positioning point to the candidate positioning point is determined as a candidate direction; and the next positioning point is determined from the candidate positioning points according to the angle between the candidate direction and the reference direction.
[0310] By searching for qualified candidate positioning points within the preset range of the target positioning point, and then determining the next positioning point from the candidate positioning points through the reference direction, it can be ensured that each target sub-path obtained is movable by the virtual object.
[0311] The angle between the candidate direction and the reference direction is calculated to obtain the angle corresponding to the candidate positioning point; and the candidate positioning point corresponding to the smallest angle is determined as the next positioning point.
[0312] Determining the next positioning point from the candidate positioning points based on the angle can ensure that the length of each target sub-path is short, avoid detours on the target path, and increase the time for players to find virtual objects.
[0313] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0314] The storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0315] Since the computer program stored in the storage medium can execute the steps in any display control method provided in the embodiments of the present application, the beneficial effects that can be achieved by any display control method provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0316] The above is a detailed introduction to a display control method, device, storage medium and electronic device provided in the embodiments of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the idea of the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A display control method, characterized in that: The method comprises: Displaying a virtual marker and a marker control corresponding to the virtual marker in a virtual scene displayed by a graphical user interface, wherein the virtual marker is a marker generated in response to a marking operation on a virtual object in the virtual scene; In response to a target operation on the virtual tag triggered by the tag control, Prompt information is displayed on a graphical user interface corresponding to the target virtual character according to the account identification of the virtual character that performs the target operation, and the target virtual character is a virtual character that is in the same team as the virtual character that performs the target operation.
2. The method according to claim 1, characterized in that In response to a target operation for the virtual tag triggered by the tag control, the step of displaying prompt information on a graphical user interface corresponding to the target virtual character according to the account identifier of the virtual character performing the target operation comprises: In response to a target operation for the virtual tag triggered by the tag control, prompt information is displayed on a graphical user interface corresponding to the target virtual character according to the account identification of the virtual character that first performs the target operation.
3. The method according to claim 2, characterized in that The state of the mark control includes a locked state and an unlocked state; the step of displaying prompt information on a graphical user interface corresponding to a target virtual character according to an account identifier of a first virtual character that performs the target operation in response to a target operation on the virtual mark triggered by the mark control includes: In response to a target operation on the virtual tag triggered by the tag control in the unlocked state, a prompt message is displayed on a graphical user interface corresponding to the target virtual character according to the account identification of the virtual character that first executes the target operation, and the state of the tag control is controlled to be updated to the locked state, wherein the locked state is configured so that the triggering operation on the tag control by other virtual characters cannot be executed.
4. The method according to claim 1, characterized in that The step of, in response to the target operation for the virtual tag triggered by the tag control, displaying prompt information on a graphical user interface corresponding to the target virtual character according to the account identifier of the virtual character performing the target operation comprises: In response to a target operation for the virtual tag triggered by the tag control, prompt information is displayed on a graphical user interface corresponding to the target virtual character according to the account identification of any virtual character that performs the target operation.
5. The method according to claim 1, characterized in that: The method further comprises: If a global virtual map is displayed on the graphical user interface, a mark control corresponding to the virtual mark is displayed on the global virtual map; If the account identifications of other virtual characters in the same team are displayed on the graphical user interface, a mark control corresponding to the virtual mark is displayed at the account identification corresponding to the virtual character performing the mark operation.
6. The method according to claim 1, characterized in that The method further comprises: In response to a target operation for the virtual marker triggered by the marker control, a target path between a first position and a second position is displayed in a graphical user interface of the virtual character performing the target operation, wherein the first position is position information of the virtual character performing the target operation, and the second position is position information of the virtual object indicated by the virtual marker.
7. The method according to claim 4, characterized in that In the case where there are multiple virtual characters performing the target operation, the step of displaying prompt information on the graphical user interface corresponding to the target virtual character according to the account identification of the virtual character performing the target operation includes: displaying prompt information on the graphical user interface corresponding to the target virtual character according to the account identification of the virtual character performing the target operation and the distance between the current position of the multiple virtual characters performing the target operation and the second position.
8. The method according to claim 4, characterized in that In the case where there are multiple virtual characters that perform the target operation, the step of displaying prompt information on a graphical user interface corresponding to the target virtual character according to the account identification of the virtual character that performs the target operation includes: The account identifiers of the virtual characters that perform the target operation are sorted according to the probability of acquiring the virtual object, and prompt information is displayed on the graphical user interface corresponding to the target virtual object.
9. The method according to claim 2, characterized in that: The method further comprises: In response to a target operation for the virtual marker triggered by the marker control, displaying a target path between a first location and a second location in a graphical user interface of a virtual character that first performs the target operation; In response to a target operation for the virtual tag that is not the first triggered by the tag control, the control continues to display prompt information on the graphical user interface corresponding to the target virtual character according to the account identification of the virtual character that first performs the target operation, and displays the target path between the first position and the second position in the graphical user interface of the target character that is not the first to perform the target operation.
10. The method according to claim 1, characterized in that When the graphical user interface displays the virtual scene, the virtual marker is displayed in a direction corresponding to the virtual object in the virtual scene, and the prompt information is displayed at the position of the virtual marker.
11. The method according to claim 1, characterized in that: The prompt information includes brief information and detailed information. When the graphical user interface displays a global virtual map, the brief information is displayed at the mark control corresponding to the virtual mark displayed on the global virtual map, and the detailed information is displayed at a preset position on the global virtual map, and the preset position is the position on the global virtual map except the mark control.
12. The method according to claim 1, characterized in that The method further comprises: When the virtual object is an object that cannot be held or used by the virtual character, in response to a target operation on the virtual marker triggered by the marker control, controlling generation of a target path; When the virtual object is an object that can be held or used by a virtual character, in response to a target operation on the virtual marker triggered by the marker control, a target path is generated on a graphical user interface of the virtual character performing the target operation, and the target marker of the virtual object is displayed in perspective.
13. The method according to claim 1, characterized in that The method further comprises: In response to a target operation on the virtual marker triggered by the marker control, when there is an obstruction between the virtual character performing the target operation and a second position, a target marker indicating the virtual object is displayed in perspective, wherein the second position is position information of the virtual object indicated by the virtual marker.
14. The method according to claim 1, characterized in that The method further comprises: When the current position and the second position of the virtual character performing the target operation satisfy a preset relationship and there is an obstacle between the virtual character performing the target operation and the second position, a target mark indicating the virtual object is generated and displayed in perspective, wherein the second position is the position information of the virtual object indicated by the virtual mark.
15. The method according to claim 1, characterized in that The method further comprises: When the current position and the second position of the virtual character performing the target operation satisfy a preset relationship, a target mark is generated; In response to an obstacle existing between the virtual character performing the target operation and a second location, a target mark is displayed through-the-lens.
16. The method according to claim 1, characterized in that After responding to the movement instruction and controlling the virtual character to move according to the target path in the virtual scene, the method further includes: Determining an offset between a current position of the virtual character and the target path; If the offset is greater than a preset threshold, the target path is updated.
17. The method according to claim 1, characterized in that The generating a target path between a first position and a second position in the virtual scene comprises: Acquire the first position and the second position; Determine the first position as a target positioning point, determine a next positioning point within a preset range of the target positioning point, and there is no obstacle between the next positioning point and the target positioning point; Connecting the target positioning point and the next positioning point to obtain a target subpath; The next positioning point is used as the target positioning point, and the process returns to the step of determining the next positioning point within the preset range of the target positioning point to the step of connecting the target positioning point and the next positioning point to obtain a target subpath, until the second position is located on the target subpath; All the target sub-paths are determined as the target path.
18. The method according to claim 17, characterized in that Determining the next positioning point within the preset range of the target positioning point includes: determining a direction from the first position to the second position as a reference direction; Determine, within the preset range, a candidate positioning point that is farthest from the target positioning point, where no obstacle exists between the candidate positioning point and the target positioning point; Determine a direction from the target positioning point to the candidate positioning point as a candidate direction; The next positioning point is determined from the candidate positioning points according to an angle between the candidate direction and the reference direction.
19. The method according to claim 18, characterized in that The determining the next positioning point from the candidate positioning points according to the angle between the candidate direction and the reference direction comprises: Calculating the angle between the candidate direction and the reference direction to obtain the angle corresponding to the candidate positioning point; The candidate positioning point corresponding to the smallest angle is determined as the next positioning point.
20. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps in the display control method according to any one of claims 1 to 19.
21. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps in the display control method according to any one of claims 1 to 19.
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