Virtual object marking method and device, electronic equipment and readable storage medium
By displaying marking controls and star signs in the graphical user interface, and determining the location of the target object for marking using the second operation, the problem of low marking accuracy in the prior art is solved, and the accuracy of marking and human-computer interaction efficiency are improved.
Patent Information
- Application Number
- CN202510173662.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-17
- Publication Date
- 2025-04-11
AI Technical Summary
In the prior art, the method of marking virtual objects by sight marking has the problem of low marking accuracy, especially when the target object is blocked by other objects, it is difficult to complete the precise marking.
The marking control and the sight mark are displayed in the graphical user interface. Through the second operation of the marking control, the target object is determined according to the operation position and marked.
Improves the accuracy of marking and human-computer interaction efficiency, solving the disadvantages when marking only through sight marking.
Smart Images

Figure CN119792923A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of human-computer interaction technology, and in particular to a virtual object marking method, device, electronic device and readable storage medium. Background Art
[0002] During the game process, in order to ensure that the teammate virtual object or the target virtual object can be more accurately prompted to the enemy virtual object in the current game scene or to a more special scene location (for example, the scene location where virtual resources exist, etc.) in the game scene, the target virtual object can be controlled to mark the scene location in the game scene or the enemy virtual object, and the marked location information can be synchronized to the teammate virtual object, and the information in the game scene can be exchanged with the teammate virtual object in the game scene for better cooperation.
[0003] In the related art, the marking method is to determine the target object through a crosshair mark and mark the determined target object. However, this marking method is relatively simple. At the same time, if the target object to be marked is blocked by other objects, it will be impossible to accurately mark the target object, resulting in a problem of low marking accuracy. Summary of the invention
[0004] In view of this, the purpose of the present disclosure is to provide a virtual object marking method, device, electronic device and readable storage medium. While marking the target object through a crosshair mark, it is also possible to complete the marking operation of any target object in the graphical user interface through a second operation on the marking control, and then according to the operation position of the second operation, thereby solving the drawbacks of marking operations only through crosshairs and improving marking accuracy and human-computer interaction efficiency.
[0005] In a first aspect, an embodiment of the present disclosure provides a method for marking a virtual object, wherein a graphical user interface is provided through a first terminal device; the graphical user interface displays at least part of a game scene, and the game scene includes a first virtual character controlled by the first terminal device; the marking method includes:
[0006] Displaying a mark control and a crosshair mark in the graphical user interface, wherein the crosshair mark is used to indicate the aiming direction of the first virtual character in the game scene;
[0007] In response to a first operation on the marking control, determining a first target object from the game scene based on the crosshair mark, and marking the first target object;
[0008] In response to a second operation on the marking control, an operation position of the second operation in the graphical user interface is determined, a second target object is determined from the game scene according to the operation position, and the second target object is marked.
[0009] In a second aspect, an embodiment of the present disclosure further provides a virtual object marking device, which provides a graphical user interface through a first terminal device; the graphical user interface displays at least part of a game scene, and the game scene includes a first virtual character controlled by the first terminal device; the marking device includes:
[0010] A mark control display module, used to display a mark control and a crosshair mark in the graphical user interface, wherein the crosshair mark is used to indicate the aiming direction of the first virtual character in the game scene;
[0011] A first marking module, configured to determine a first target object from the game scene based on the crosshair mark in response to a first operation on the marking control, and mark the first target object;
[0012] The second marking module is used to determine the operation position of the second operation in the graphical user interface in response to the second operation on the marking control, determine the second target object from the game scene according to the operation position, and mark the second target object.
[0013] In a third aspect, an embodiment of the present disclosure further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the virtual object marking method as described in the first aspect.
[0014] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the virtual object marking method as described in the first aspect is executed.
[0015] The marking method, device, electronic device and readable storage medium for virtual objects provided by the embodiments of the present disclosure display a marking control and a crosshair mark in a graphical user interface in response to a first operation; in response to the first operation on the marking control, determine the first target object from the game scene based on the crosshair mark, and mark the first target object; in response to the second operation on the marking control, determine the operation position of the second operation in the graphical user interface, determine the second target object from the game scene according to the operation position, and mark the second target object. In this way, while marking the target object through the crosshair mark, the marking operation for any target object in the graphical user interface can also be completed through the second operation on the marking control, and then according to the operation position of the second operation, thereby solving the drawbacks of marking operations only through the crosshair mark, and improving marking accuracy and human-computer interaction efficiency.
[0016] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0018] Figure 1 A flowchart of a virtual object marking method provided by an embodiment of the present disclosure;
[0019] Figure 2 One of the schematic diagrams of the first graphical user interface of the first terminal provided by the embodiment of the present disclosure;
[0020] Figure 3 A second schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;
[0021] Figure 4 A third schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;
[0022] Figure 5 A fourth schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;
[0023] Figure 6 One of the schematic diagrams of the second graphical user interface of the second terminal provided by the embodiment of the present disclosure;
[0024] Figure 7A second schematic diagram of a second graphical user interface of a second terminal provided in an embodiment of the present disclosure;
[0025] Figure 8 A third schematic diagram of a second graphical user interface of a second terminal provided in an embodiment of the present disclosure;
[0026] Fig. 9 A schematic diagram of the structure of a virtual object marking device provided by an embodiment of the present disclosure;
[0027] Fig.10 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION
[0028] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present disclosure.
[0029] First, the nouns involved in this disclosure are introduced:
[0030] (1) Terminal equipment
[0031] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0032] (2) Graphical User Interface
[0033] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.
[0034] (3) Game scenes
[0035] The game scene is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used in the normal game process. In other words, the game scene refers to the virtual game control that carries the virtual character during the game process. The virtual character can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to perform actions such as movement and skill release. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene, and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for a game scene battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0036] (4) Target virtual object
[0037] The target virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the disclosed embodiment does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the target virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.
[0038] Secondly, the technical background of the present disclosure is introduced:
[0039] During the game process, in order to ensure that the teammate virtual object or the target virtual object can be more accurately prompted to the enemy virtual object in the current game scene or to a more special scene location (for example, the scene location where virtual resources exist, etc.) in the game scene, the target virtual object can be controlled to mark the scene location in the game scene or the enemy virtual object, and the marked location information can be synchronized to the teammate virtual object, and the information in the game scene can be exchanged with the teammate virtual object in the game scene for better cooperation.
[0040] In the related art, the marking method is to determine the target object through a crosshair mark and mark the determined target object. However, this marking method is relatively simple. At the same time, if the target object to be marked is blocked by other objects, it will be impossible to accurately mark the target object, resulting in a problem of low marking accuracy.
[0041] Based on this, an embodiment of the present disclosure provides a virtual object marking method to improve marking accuracy and human-computer interaction efficiency.
[0042] The virtual object marking method in one embodiment of the present disclosure can be run on a local mobile terminal or a server. When the virtual object marking 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.
[0043] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual object marking method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0044] In an optional embodiment, taking a game as an example, a local mobile terminal stores a game program and is used to present a game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by a conventional electronic device and run. The local mobile terminal may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local mobile terminal 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.
[0045] In an optional implementation, an embodiment of the present invention provides a method for marking a virtual object, providing a graphical user interface through a mobile terminal, wherein the mobile terminal may be the local mobile terminal mentioned above (such as a local touch terminal), or may be a client device in the cloud interaction system mentioned above. The following is an example of the virtual object marking method running on a local mobile terminal (hereinafter referred to as a mobile terminal).
[0046] See also Figure 1 , Figure 1 A flowchart of a virtual object marking method provided by an embodiment of the present disclosure. Figure 1 As shown in , the virtual object marking method provided by the embodiment of the present disclosure includes:
[0047] S101. Displaying a mark control and a crosshair mark in the graphical user interface, wherein the crosshair mark is used to indicate the aiming direction of the first virtual character in the game scene.
[0048] S102: In response to a first operation on the marking control, determine a first target object from the game scene based on the crosshair mark, and mark the first target object.
[0049] S103. In response to a second operation on the marking control, determine an operation position of the second operation in the graphical user interface, determine a second target object from the game scene according to the operation position, and mark the second target object.
[0050] The virtual object marking method provided in the embodiment of the present disclosure can not only mark the target object through the crosshair mark, but also complete the marking operation for any target object in the graphical user interface through a second operation on the marking control, and then according to the operation position of the second operation, thereby solving the disadvantage of only marking operations through the crosshair mark and improving the marking accuracy and human-computer interaction efficiency.
[0051] The following is a description of the exemplary steps of the embodiment of the present disclosure:
[0052] S101. Displaying a mark control and a crosshair mark in the graphical user interface, wherein the crosshair mark is used to prompt that the first virtual character is in the game scene.
[0053] In the disclosed embodiment, in a game scene, a player can control a first virtual character to move in the game scene through a first terminal, and can also virtually interact with other virtual characters in the game scene. For example, the player can control the first virtual character to assist a second virtual character belonging to the same camp to complete a virtual task together; the player can also control the first virtual character to attack an enemy virtual character belonging to a different camp to win the current game.
[0054] In an optional embodiment, in order to ensure that the second virtual character or the first virtual character can be more accurately prompted to the enemy virtual character in the current game scene or to a more special scene location (for example, the scene location where virtual resources exist, etc.) in the game scene, the first virtual character can be controlled to mark the scene location in the game scene or the enemy virtual character, and the marked location information can be synchronized to the second virtual character, exchanging information in the game scene with the second virtual character in the game scene for better cooperation.
[0055] S102: In response to a first operation on the marking control, determine a first target object from the game scene based on the crosshair mark, and mark the first target object.
[0056] In an optional implementation, if it is for a shooting game, the aiming operation may be used to control the movement of the crosshair mark in the game scene, and then the marking position is determined according to the aiming position of the crosshair mark, and the marking is completed.
[0057] In an optional embodiment, the mark control can be displayed in a position in the graphical user interface that does not cover the game scene screen and does not overlap with other controls. The player can issue mark operations for different target objects through trigger operations on the mark control.
[0058] In an optional implementation, the crosshair mark is adjusted in real time as the aiming direction of the first virtual character controlled by the player changes; that is, the crosshair is used to indicate the aiming direction of the first virtual character in the game scene.
[0059] Exemplarily, after the player controls the first virtual character to perform an aiming operation, a virtual ray is emitted toward the game scene according to the aiming direction of the first virtual character, with the current position of the first virtual character as the starting point, and the position where the virtual camera collides with the game scene is the display position of the crosshair mark.
[0060] In one possible implementation, the first target object currently targeted by the crosshair marker can be determined based on the position currently targeted by the crosshair marker and the player's first operation on the marking control, and the first target object can be marked, and after the first target object is marked, the mark for the first target object can be displayed.
[0061] Specifically, after the step of “determining a first target object from the game scene and marking the first target object”, the marking method further includes:
[0062] a1: Displaying a first mark and first distance information at the location of the first target object in the graphical user interface of the first terminal device; the first distance information is the distance information between the first target object and the first virtual character.
[0063] In the disclosed embodiment, when displaying the mark of the first target object, it is displayed at the position where the crosshair mark is aiming. For example, if the player controls the first virtual character to perform an aiming operation and aims at the position of the virtual building A, the first mark can be displayed at the preset position of the virtual building A. At the same time, the distance between the first target object and the first virtual character also needs to be displayed.
[0064] Furthermore, the graphical user interface also includes a second virtual character belonging to the same camp as the first virtual character, and after the first virtual character completes the operation on the first target object, the marking information on the first target object will also be synchronized to the second virtual character.
[0065] Specifically, after the step of “determining the first target object from the game scene and marking the first target object”, the marking method further includes:
[0066] b1: Displaying a second mark and second distance information in the graphical user interface of the second terminal device; the second distance information is the distance information between the first target object and the second virtual character.
[0067] In a possible implementation, the display of marking information of the first target object may be to display the second marking identifier corresponding to the marked first target object and the distance information between the first target object and the second virtual character in the form of a list in a graphical user interface of a second terminal controlling the second virtual character.
[0068] In another optional implementation, if the first target object is within the field of view of the second virtual character, a second mark and distance information between the first target object and the second virtual character may be displayed at the location of the first target object.
[0069] In an optional implementation, when the player controls the first virtual character to perform a medium- to long-distance virtual interaction with the second virtual character, for example, the player can control the first virtual character to use a virtual gun to attack the enemy virtual character, etc. At this time, in order to ensure the safety of the target virtual character, the target virtual character can be controlled to move to a virtual cover in the game scene, and then interact with the enemy virtual character virtually with the help of the cover of the virtual cover. For example, the virtual cover can be a virtual building or a virtual stone in the game scene; the target virtual character moves to the virtual cover and is blocked by the virtual cover, which can be the target virtual character moving into the virtual building, or the target virtual character moving behind the virtual stone, etc.
[0070] In an optional implementation, if the target virtual object is controlled to move into the cover occlusion area of the virtual cover and then marked by aiming with a crosshair mark, due to the occlusion of the virtual cover, the crosshair mark can only aim at the position on the virtual cover to mark the virtual cover. If it is necessary to mark an enemy virtual object located outside the cover occlusion of the virtual cover, it is necessary to control the target virtual object to move out of the cover occlusion area of the virtual cover. At this time, the target virtual object may be exposed to the field of view of the enemy virtual object and there is a risk of being discovered and attacked by the enemy virtual object, which leads to the problem of inaccurate marking.
[0071] Furthermore, if there is an enemy virtual object on the other side of the virtual cover, the player can be prompted. At this time, the player can mark the enemy virtual object in a way different from the crosshair mark to improve the accuracy of marking the enemy virtual object.
[0072] S103. In response to a second operation on the marking control, determine an operation position of the second operation in the graphical user interface, determine a second target object from the game scene according to the operation position, and mark the second target object.
[0073] In the disclosed embodiment, the game screen displayed in the graphical user interface on the current first terminal may be a game screen obtained by shooting the game scene with a virtual camera from a third-person perspective. Therefore, the player can see the position and existence of enemy virtual objects in the game scene that are blocked by the virtual cover in the game scene. It is currently determined that there is an enemy virtual object in the game scene on the other side of the virtual cover opposite to the cover blocking area, that is, the enemy virtual object that can be displayed in the current game screen.
[0074] In an optional embodiment, the marking prompt information may be text prompt information or icon prompt information. When the marking prompt information is text prompt information, it may be prompt information such as "there is an enemy virtual object in the current game scene"; when the marking prompt information is icon prompt information, a specific icon may be displayed in the graphical user interface to prompt the player that there is an enemy virtual object that can be marked.
[0075] Here, when the mark prompt information is additionally displayed in the graphical user interface, the game scene displayed in the graphical user interface may be obstructed, which may affect the player's observation of the scene in the game scene. In order to reduce the obstruction of the graphical user interface, the controls existing in the graphical user interface can be reused, and the mark prompt information can be displayed by changing the display form of the controls existing in the graphical user interface. While reducing the obstruction of the graphical user interface, the mark prompt for the player can be completed, thereby further improving the player's gaming experience.
[0076] Specifically, the step of "a graphical user interface includes a marking control; in response to the presence of an enemy virtual object in the game scene on the other side of the virtual cover opposite to the cover shielding area, displaying marking prompt information" includes:
[0077] c1: In response to the presence of an enemy virtual object in the game scene on the other side of the virtual cover opposite to the cover occlusion area, highlighting the marking control.
[0078] In an optional embodiment, if there is no enemy virtual object in the game scene on the other side of the virtual cover opposite to the cover blocking area, the mark control is displayed in a normal style in the graphical user interface, and the control color and control size of the mark control are consistent with other operation controls. For example, the normally displayed mark control can be white.
[0079] In another optional embodiment, if there is no enemy virtual object in the game scene on the other side of the virtual cover opposite to the cover occlusion area, the mark control can be highlighted to prompt the player that there is an enemy virtual object that can be marked in the current game scene through a special display form of the mark control.
[0080] Here, highlighting the mark control may include highlighting the mark control, enlarging the display size of the mark control, changing the display color of the mark control, and the like.
[0081] For the above example, the control color of the normally displayed mark control is white, while the control color of the highlighted mark control can be red. By updating the display color of the mark control, the player is prompted that there is no enemy virtual object in the game scene on the other side of the current virtual cover and the cover blocking area, and the location of the enemy virtual object can be marked through a second operation different from the first operation.
[0082] In an optional embodiment, the second operation for the marker control is different from the operation mode of the first operation for the marker control, and the first operation is different from the second operation, wherein the first operation is a click operation for the marker control; and the second operation is a drag operation for the marker control.
[0083] Specifically, the second operation is no longer marked by the aiming position of the crosshair mark, but can be performed by a dragging operation. The marking position in the game scene is determined according to the end position of the dragging operation, thereby completing the marking operation.
[0084] Here, the dragging operation of the second operation may be a dragging operation on a mark control that has been displayed in the graphical user interface.
[0085] Specifically, the step of “in response to a second operation on the marking control, determining an operation position of the second operation in the graphical user interface, determining a second target object from the game scene according to the operation position, and marking the second target object” includes:
[0086] d1: In response to the start of a drag operation on the marker, control the marker to move in the game scene following the drag operation.
[0087] d2: In response to the end of the dragging operation on the marking mark, based on the position of the marking mark and the position of the enemy virtual object in the game scene, marking the position of the second target object.
[0088] In an optional implementation, since the mark control has a certain display area, if the entire mark control is dragged to move in the game scene, it may cause a certain degree of occlusion of the game scene, affecting the player's observation of the game scene and judgment of the scene situation. In order to reduce the occlusion of the game scene and mark the second target object more accurately, when performing the drag operation, the mark identifier in the mark control can be controlled to move in the game scene to reduce the occlusion of the game scene, thereby improving the efficiency of human-computer interaction.
[0089] Furthermore, the player can start dragging the marker from the position of the marker control to move it in the game scene. When the dragging operation on the marker ends, it can be determined whether the enemy virtual object can be marked based on the current position of the marker and the position of the second target object in the game scene.
[0090] Specifically, the step of “determining a second target object from the game scene according to the operation position, and marking the second target object” includes:
[0091] e1: If the position of the marking identifier overlaps with the position of the second target object in the game scene, mark the position of the second target object and display the marking information.
[0092] In an optional implementation, after the dragging operation on the mark identifier is completed, the second target object that needs to be marked by the current marking operation can be determined based on the overlap between the current position of the mark identifier and the position of the second target object in the game scene.
[0093] Specifically, if there is an overlapping area between the position of the mark identifier and the position of the second target object, it is possible to determine that the current second operation is a marking operation for the enemy virtual object without determining the size of the overlapping area, that is, the second target object can be marked. In this way, the player can reduce the steps of repeatedly adjusting the position of the mark identifier, further improving the convenience of marking and the efficiency of human-computer interaction.
[0094] In an optional embodiment, when there are multiple second target objects in the game scene, the player can control the movement of the marking identifier in the game scene, and determine the enemy virtual object that the player needs to mark based on the degree of overlap between the position of the marking identifier in the obstructed game scene and the positions of each second target object in the game scene.
[0095] Here, if the position of the marker in the game scene coincides with the positions of multiple second target objects in the game scene, a judgment can be made based on the overlapping area between the position of the marker in the game scene and the positions of different second target objects in the game scene. Specifically, the second target object having the largest overlapping area with the marker in the game scene is determined as the marked second target object.
[0096] Exemplarily, if there is an overlapping area between the position of the mark in the game scene and the position of the second target object X in the game scene and the position of the second target object Y in the game scene, at this time, it is determined that the overlapping area between the position of the mark in the game scene and the second target object X in the game scene accounts for 20% of the area of the entire mark, and the overlapping area between the position of the mark in the game scene and the second target object Y in the game scene accounts for 60% of the area of the entire mark, then the second target object Y is determined as the marked second target object.
[0097] In another optional embodiment, if the position of the mark after the dragging operation is completed coincides with the position of the second target object in the game scene and the scene elements in the game scene, then no matter how large the overlapping area is between the position of the second target object and the position of the mark after the dragging operation is completed, it is considered that the player's current second operation is a mark for the second target object.
[0098] Furthermore, it may be determined that different labels are to be applied to the second target object according to different types to which the second target object belongs.
[0099] Specifically, the step of “marking the second target object” includes:
[0100] f1: in response to the second target object being a virtual character, performing a first mark on the second target object; or,
[0101] f2: In response to the second target object not being a virtual character, performing a second mark on the second target object.
[0102] Furthermore, after it is determined that the marking operation on the enemy virtual object is completed, enemy object marking information may be displayed in the graphical user interface to prompt the player that the marking operation on the enemy virtual object has been completed.
[0103] Here, the display modes of the mark prompt information of the first mark and the second mark may be different.
[0104] In an optional embodiment, when the second target object is a virtual character, the marking information may also include distance information between the current virtual character's location and the first virtual character's location, so that the player can understand the current enemy virtual object in more detail through sufficient prompt information, thereby further improving the human-computer interaction efficiency and the player's gaming experience.
[0105] Specifically, after the step of "marking the second target object for the first time", the marking method further includes:
[0106] g1: Displaying a third mark and third distance information at the location of the second target object in the graphical user interface of the first terminal device; the third distance information is the distance information between the second target object and the first virtual character.
[0107] In an optional embodiment, in the case where the second target object is a virtual character, after the second target object is first marked, the outline of the virtual character may be highlighted, or the location of the virtual character may be highlighted (for example, the location of the virtual character may be highlighted, etc.). At the same time, the marking information may also include a character identifier, and the character identifier is displayed at a preset position of the virtual character (for example, it may be displayed at a preset position above the head of the virtual character).
[0108] In another optional implementation, if there is no virtual character at the current end position of the dragging operation for the mark identifier, ie, the virtual character at the second target object position, a second mark may be made on the scene element at the current position.
[0109] In an optional embodiment, if there is no overlapping area between the position of the mark identifier and the position of the virtual character in the game scene, it is determined that the current second operation does not mark the virtual character. At this time, the scene elements that need to be marked can be determined based on the overlap between the current position of the mark identifier and the position of the scene elements in the game scene, and the second marking of the scene elements can be completed.
[0110] Here, the scene elements may be different virtual buildings, virtual trees, virtual roads, etc. displayed in the game scene.
[0111] For example, if the location of the current marking mark coincides with a virtual tree in the game scene, the virtual tree in the game scene can be marked, and the scene element marking information can be displayed in the graphical user interface.
[0112] In an optional embodiment, the scene element marking information for the scene element may also include a scene element identifier, and the scene element identifier is displayed at a preset position of the scene element; further, the scene element marking information may also include distance information between the current location of the scene element and the location of the target virtual object, so that the player can understand the current marking situation in more detail through sufficient prompt information, thereby further improving the human-computer interaction efficiency and the player's gaming experience.
[0113] Furthermore, in order to enable players to clearly distinguish whether the second operation mark is a mark for the virtual character after it is completed, the scene element mark and the character mark can be displayed in different ways, so that players can understand the specific marking situation of the current mark more accurately, further improving the human-computer interaction efficiency and the player's gaming experience.
[0114] For example, the scene element identifier and the character identifier may be displayed in different graphic shapes, or in different display colors.
[0115] Specifically, the scene element identifier may be displayed in the form of a blue inverted triangle, and the character identifier may be displayed in the form of a red upward triangle plus an exclamation mark.
[0116] Furthermore, after completing the second operation on the virtual character in the game scene, the player may need to adjust the orientation of the first virtual character or understand the specific situation of the current virtual character in the game scene. At this time, the interactive controls can be displayed in the graphical user interface, and the player can complete the display operation of the orientation of the first virtual character and / or the situation of the currently marked virtual character in the game scene by triggering the marking control, thereby further reducing the player's adjustment operations and improving the player's operating efficiency.
[0117] In an optional embodiment, when displaying the first marker interaction control prompt control, in order to reduce the occlusion of the graphical user interface, the first marker interaction control can be displayed at a preset position of the marker control to minimize the occlusion of the graphical user interface.
[0118] In an optional embodiment, when the first marker interaction control is displayed, the distance information between the first virtual character and the marked virtual character can be displayed, so that the player can understand the current position information between the first virtual character and the marked virtual character, and then decide how to control the first virtual character to perform the next action, thereby improving the accuracy of player control and further improving the efficiency of human-computer interaction.
[0119] Furthermore, the player may mark multiple virtual characters at the same time period. In this case, in order to ensure the accuracy of control over the first virtual character, the corresponding first mark interaction prompt control can be displayed for each virtual character. The player can control the first virtual character to interact with the corresponding virtual character by triggering operations on different first mark interaction controls, thereby improving the accuracy of player control and further improving the efficiency of human-computer interaction.
[0120] In another possible implementation, after determining the first mark for the second target object and Xining, it is also necessary to synchronize the mark information for the second target object to the second virtual character that belongs to the same camp as the first virtual character.
[0121] Specifically, after the step of "marking the second target object for the first time", the marking method further includes:
[0122] h1: Displaying a fourth mark and fourth distance information in the graphical user interface of the second terminal device; the fourth distance information is real-time distance information between the second target object and the second virtual character.
[0123] In a possible implementation, the display of marking information of the second target object may be to display a fourth marking identifier corresponding to the marked second target object and distance information between the second target object and the second virtual character in the form of a list in a graphical user interface of a second terminal controlling the second virtual character.
[0124] In another optional implementation, if the second target object is within the field of view of the second virtual character, a second mark and distance information between the second target object and the second virtual character may be displayed at the location of the second target object.
[0125] In one possible implementation, for sharing the marking information of the second target object, the player can choose to share it in the team channel within the team, so that all teammate virtual characters in the team where the first virtual character is located can obtain the location information of the marked second target object and then take corresponding actions; the player can choose to share the marking information of the first virtual character to one or several specific second virtual characters in the team, for example, to the second virtual character whose distance from the location of the second target object is less than a preset distance threshold. In this way, the marking information shared by the player can be avoided from being drowned in the information in the team channel, so that the second virtual character can receive the marking information more accurately and take action, which also helps to improve the action efficiency of the teammate virtual characters.
[0126] Specifically, after the step of "performing a second mark on the second target object", the marking method further includes:
[0127] i1: In response to the distance between the position of the second virtual character in the game scene and the position of the second target object in the game scene being less than a preset distance threshold, displaying a mark interaction prompt control in the graphical user interface of the second terminal device.
[0128] In an optional embodiment, in order to ensure that the second virtual character can virtually interact with the marked second target object to a certain extent and reduce the obstruction of the prompt information on the graphical user interface of the second virtual character, only the terminal of the second virtual character whose distance between the current position and the position of the second target object in the game scene is less than a preset distance threshold is prompted with information, thereby ensuring the accuracy of the marked interaction prompt.
[0129] Among them, the preset distance threshold can be determined according to the historical travel speed of the second virtual character and the overall range of the game scene. Exemplarily, the preset distance threshold can be 100 meters (game distance), that is, the second virtual character within 100 meters (game distance) of the second target object centered on the marked second target object can receive prompt information and display the mark interaction prompt control in the second terminal device that controls the teammate's virtual object.
[0130] In an optional embodiment, it is necessary to display the distance information between the second target object and the second virtual character at a preset position of the mark interaction prompt control. When there are multiple second target objects whose distance between the marked object and the second virtual character is less than a preset distance threshold, multiple mark interaction controls can also be displayed.
[0131] Specifically, the step of “displaying a mark interaction prompt control in a graphical user interface of the second terminal device” includes:
[0132] j1: In response to the number of the marked second target objects in the game scene being multiple, displaying multiple marking interaction prompt controls in the graphical user interface.
[0133] Each marker interaction prompt control corresponds to each second target object, and the real-time distance information between the second target object and the second virtual character is displayed at a preset position of the marker interaction prompt control.
[0134] In an optional implementation, when displaying a plurality of mark interaction prompt controls, they may be displayed after being sorted from earliest to latest according to the marking time of the second target object corresponding to each mark interaction prompt control.
[0135] Exemplarily, within the same time period, the player marks the second target object A, the second target object B and the second target object C. The marking time of the second target object A is earlier than that of the enemy virtual object B, and the marking time of the second target object A is later than that of the second target object C. If multiple marking interaction prompt controls are displayed from left to right, the display order is: marking interaction prompt control 1 corresponding to the second target object A, marking interaction prompt control 3 corresponding to the second target object C, and marking interaction prompt control 2 corresponding to the second target object B.
[0136] In another optional implementation, when displaying a plurality of marker interaction controls, they may also be displayed from near to far according to the distance between the location of the second target object corresponding to each marker interaction control and the location of the first virtual character.
[0137] For the above example, within the same time period, the player marked the second target object A, the second target object B and the second target object C. The distance between the location of the second target object A and the location of the second virtual character is 70 meters (game distance), the distance between the location of the second target object B and the location of the second virtual character is 20 meters (game distance), and the distance between the location of the second target object C and the location of the second virtual character is 90 meters (game distance); if multiple marked interaction prompt controls are displayed from left to right, the display order is: marked interaction prompt control 2 corresponding to the second target object B, marked interaction prompt control 1 corresponding to A, and marked interaction prompt control 3 corresponding to the second target object C.
[0138] In an optional embodiment, in order to further reduce the obstruction of the graphical user interface by the mark interaction prompt control, resulting in a poor gaming experience for players, a preset cancel event can also be set. When it is determined that the preset cancel event is triggered, the display of the mark interaction control is canceled, thereby improving the player's gaming experience.
[0139] Specifically, the marking method further includes:
[0140] k1: In response to the display time of the mark interaction prompt control being greater than a preset time threshold, canceling the display of the mark interaction prompt control.
[0141] In an optional embodiment, if it is determined that the current display time of the mark interaction prompt control is greater than the preset display time, the mark interaction prompt control will no longer be displayed. Exemplarily, the preset display time may be 10 seconds. When it is determined that the display time of the mark interaction prompt control reaches 10 seconds, the display of the mark interaction prompt control will be cancelled.
[0142] In another optional implementation, the player may actively cancel the display of the mark interaction prompt control. For example, a cancel control may be provided in the graphical user interface, and the player may issue an instruction to cancel the display of the mark interaction prompt control by triggering the cancel control.
[0143] In an optional implementation, in order to ensure that the player can clearly determine the display time of the current mark interaction prompt control, display time prompt information for the mark interaction prompt control may also be displayed on the graphical user interface of the second terminal.
[0144] Specifically, the marking method further includes:
[0145] l1: Displaying display time prompt information for the mark interaction prompt control in the graphical user interface of the second terminal.
[0146] In an optional embodiment, the time prompt information can prompt the player of the interactive time of the current mark interaction prompt control in the form of a progress bar. When the mark interaction prompt control is displayed in the graphical user interface, the progress bar is in a fully filled state. As the display time of the mark interaction prompt control increases, the area of the progress bar in the filled state gradually decreases. When there is no filled area in the progress bar, the display time of the mark interaction prompt control will end, and the preset cancel event will be triggered to cancel the display of the mark interaction prompt control.
[0147] Here, the progress bar prompt information may be displayed at a preset position of the mark interaction control, exemplarily, may be displayed below the mark interaction control.
[0148] In an optional embodiment, if there are multiple marked second target objects in the current game scene, the time when each second target object is marked may not be the same. Therefore, when the display time of the current marked interaction prompt control is displayed through a progress bar, each marked interaction prompt control is required to display corresponding progress bar prompt information to accurately prompt the player of the current marked interaction information.
[0149] Furthermore, players can control the target virtual object to perform corresponding virtual behaviors or specifically understand the current situation of the enemy virtual object in the game scene through different trigger operations on the marked interactive controls. The different trigger methods will be explained below.
[0150] Specifically, the marking method further includes:
[0151] m1: In response to a first trigger operation on the mark interaction prompt control, controlling the second virtual character to move toward a location of the second target object.
[0152] In an optional embodiment, when the second terminal device is a mobile terminal, the first trigger operation for the mark interaction prompt control may be a touch operation (click operation) for the mark interaction prompt control; when the second terminal device is a PC, the first trigger operation for the mark interaction prompt control may be a click operation on the mark interaction prompt control through an external input device (through a mouse click operation, etc.).
[0153] Furthermore, after determining that a click operation of the player on the mark interaction prompt control is received, the second virtual character can be directly controlled to face the location of the second target object, thereby reducing the player's adjustment of the direction of the second virtual character and improving the accuracy and efficiency of the player's control over the second virtual character.
[0154] In another optional embodiment, if a second trigger operation for marking an interaction prompt control is received, a second target object display screen can be displayed in the graphical user interface to display the position of the second target object in the game scene in detail through the second target object screen, thereby improving the accuracy of the prompt and the efficiency of human-computer interaction.
[0155] Specifically, the marking method further includes:
[0156] n1: In response to a second trigger operation on the mark interaction prompt control, a target object display screen is displayed in the graphical user interface of the second terminal device.
[0157] In an optional implementation, in order to reduce the occlusion of the target object display screen on the game scene in the graphical user interface, the display area of the target object display screen can be set to be smaller than the display area of the graphical user interface, and displayed at a position that does not block the graphical user interface. For example, it can be displayed in the upper left corner of the graphical user interface, at a position corresponding to the small map in the graphical user interface (small map Figure 1 (usually displayed in the upper right corner of the graphical user interface).
[0158] In an optional embodiment, in order to reduce the obstruction of the target object display screen on the game scene in the graphical user interface, the transparency of the target object display screen can also be set, and the transparency of the target object display screen can be set to be higher than the transparency of the graphical user interface, thereby reducing the obstruction of the graphical user interface by the target object display screen.
[0159] The target object display screen is a game screen including the second target object that is captured by controlling a virtual camera at a preset viewing angle.
[0160] Here, when displaying the target object display screen, the virtual camera can be controlled to shoot the game scene from an angle overlooking the entire game scene to obtain the target object display screen. At the same time, when the target object is displayed in the target object display screen, the distance information between the second target object and the second virtual character will also be displayed to ensure that the player can have a detailed understanding of the game scene where the second target object is located, make corresponding countermeasures, and further improve the efficiency of human-computer interaction.
[0161] In an optional implementation, the target object display screen may be a game scene screen centered on the location of the target virtual object and within a preset distance range, and the displayed game scene screen includes a marked second target object.
[0162] Here, the preset distance range may be set according to game requirements, or may be set according to the distance between the second target object and the second virtual character, and is not specifically limited here.
[0163] In an optional implementation, the display time of the target object display screen can also be set to ensure that the target object display screen does not block the game scene in the graphical user interface for a long time. After determining that the display time of the target object display screen is greater than the preset screen display time threshold, the display of the target object display screen can be canceled.
[0164] Specifically, the preset screen display time threshold can be determined according to the screen display system settings. Exemplarily, the preset screen display time threshold can be set to 3 seconds.
[0165] Here, the player controlling the second virtual character can control the second virtual character to perform corresponding virtual behaviors or specifically understand the current situation of the second target object in the game scene through different trigger operations on the marked interactive controls, thereby completing cooperation with the first virtual character and improving human-computer interaction efficiency.
[0166] In an optional embodiment, after determining that a click operation of the player on the second mark interaction prompt control is received, the teammate's virtual object can be directly controlled to face the location of the enemy's virtual object, thereby reducing the adjustment of the direction of the teammate's virtual object by the teammate player and improving the accuracy and efficiency of the player's control over the target virtual object.
[0167] In another optional embodiment, if a second trigger operation for a second mark interaction prompt control is received, the enemy virtual object display screen can be displayed in the graphical user interface of the teammate's second terminal, so as to display the position of the enemy virtual object in the game scene in detail through the enemy virtual object display screen, thereby improving the accuracy of the prompt and the efficiency of human-computer interaction.
[0168] In an optional embodiment, the game screen of the enemy virtual object can be a game scene screen within a preset distance range centered on the location of the teammate virtual object, and the displayed game scene screen includes the marked enemy virtual object.
[0169] Here, the preset distance range can be the same as the preset distance threshold between the teammate virtual object and the enemy virtual object, that is, the preset distance range can be 100 meters (game distance), and the enemy virtual object display screen displays a game scene screen centered on the location of the teammate virtual object, containing marked enemy virtual objects and distance information between the enemy virtual objects and the teammate virtual objects within 100 meters (game distance).
[0170] The marking process of the virtual object in the embodiment of the present disclosure will be described below through a specific example, taking the example that the first player controls the target virtual object through the first terminal and the second player controls the teammate virtual object through the second terminal:
[0171] See also Figure 2 , Figure 2 This is one of the schematic diagrams of the first graphical user interface of the first terminal provided by the embodiment of the present disclosure, such as Figure 2 As shown, a first virtual character 210 and a virtual cover 220 are displayed in a first graphical user interface 200. Currently, the first virtual character 210 is located in the cover blocking area of the virtual cover 220. If the player currently issues a first operation for the marking control 230, due to the blocking of the second target object by the virtual cover 220, the movement of the crosshair mark 240 on the virtual cover 220 will be controlled, and the virtual cover 220 will be marked.
[0172] See also Figure 3 , Figure 3 A second schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, such as Figure 3As shown, if there is no enemy virtual object in the game scene at this time, the mark control 230 will be displayed in the first display form, such as Figure 3 As shown, the marker control 230 is in an unfilled state.
[0173] See also Figure 4 , Figure 4 The third schematic diagram of the first graphical user interface of the first terminal provided in the embodiment of the present disclosure is as follows: Figure 4 As shown, if there is a second target object in the game scene at this time (exemplarily, the current second target object is a virtual character), the mark control 230 will be displayed in the second display form, such as Figure 4 As shown, the mark control 230 is in a filled state; the mark control 230 also includes a mark identifier 231. If a second operation is received, the mark identifier 231 will be dragged to move in the game scene. If there is an enemy virtual character 250 at the stop position of the mark identifier 231, then the outline of the enemy virtual character 250 will be displayed. At the same time, the object identifier 251 and the object distance information 252 are displayed at the preset position of the enemy virtual character 250. The object distance information 252 represents the game distance between the enemy virtual character 250 and the first virtual character 210.
[0174] See also Figure 5 , Figure 5 A fourth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, such as Figure 5 As shown, if the second target object at the stop position of the marking mark 231 is not a virtual character, the current scene element is marked according to the stop position of the marking mark 231, such as Figure 5 As shown, the virtual tree 260 is marked, and a scene element identifier 261 and element distance information 262 are displayed at a preset position of the virtual tree 260 . The element distance information 262 represents the game distance between the scene element and the first virtual character 210 .
[0175] For further information, see Figure 6 , Figure 6 This is one of the schematic diagrams of the second graphical user interface of the second terminal provided by the embodiment of the present disclosure, such as Figure 6As shown, there is currently a second virtual character 610 in the second graphical user interface 600, and the distance between the current second virtual character 610 and the enemy virtual character (not shown in the figure) is less than a preset distance threshold. At this time, a mark interaction prompt control 620 is displayed in the second graphical user interface 600. At this time, if there are multiple marked enemy virtual objects, multiple mark interaction prompt controls 620 will be displayed in the second graphical user interface 600, and distance prompt information 621 will be displayed in the mark interaction prompt control 620. The distance prompt information 621 is used to prompt the game distance between the second virtual character and the enemy virtual character; at the same time, a progress bar 622 is displayed at a preset position of each mark interaction prompt control 620, and the filling status of the progress bar 622 represents the display time of the current mark interaction prompt control 620.
[0176] For further information, see Figure 7 , Figure 7 A second schematic diagram of a second graphical user interface of a second terminal provided in an embodiment of the present disclosure, such as Figure 7 As shown, if a click operation is received on the mark interaction prompt control 620 , the second virtual character 610 will be controlled to face the location of the enemy virtual character 250 , and the enemy virtual character 250 and the corresponding distance prompt information 621 will be displayed in the second graphical user interface 600 .
[0177] For further information, see Figure 8 , Figure 8 The third schematic diagram of the second graphical user interface of the second terminal provided in the embodiment of the present disclosure is as follows: Figure 8 As shown, if a long press operation is received for the mark interaction prompt control 620, a target object display screen 630 is displayed in the second graphical user interface 600. The target object display screen 630 displays a game screen within a preset distance range from the second virtual character taken by a virtual camera at a top-down angle. The target object display screen 630 displays an enemy virtual character 250 and corresponding distance prompt information 621.
[0178] The virtual object marking method provided by the embodiment of the present disclosure displays a marking control and a crosshair mark in a graphical user interface in response to a first operation; in response to the first operation on the marking control, determines the first target object from the game scene based on the crosshair mark, and marks the first target object; in response to the second operation on the marking control, determines the operation position of the second operation in the graphical user interface, determines the second target object from the game scene according to the operation position, and marks the second target object. In this way, while marking the target object through the crosshair mark, the marking operation for any target object in the graphical user interface can also be completed through the second operation on the marking control, and then according to the operation position of the second operation, thereby solving the drawbacks of marking operations only through the crosshair mark, and improving marking accuracy and human-computer interaction efficiency.
[0179] Based on the same inventive concept, the embodiment of the present disclosure also provides a virtual object marking device corresponding to the virtual object marking method. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the above-mentioned virtual object marking method in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0180] See also Fig. 9 , Fig. 9 This is a schematic diagram of the structure of a virtual object marking device provided by an embodiment of the present disclosure. Fig. 9 As shown in , the marking device 900 comprises:
[0181] A mark control display module 910, used to display a mark control and a crosshair mark in the graphical user interface, wherein the crosshair mark is used to indicate the aiming direction of the first virtual character in the game scene;
[0182] A first marking module 920, configured to determine a first target object from the game scene based on the crosshair mark in response to a first operation on the marking control, and mark the first target object;
[0183] The second marking module 930 is used to determine the operation position of the second operation in the graphical user interface in response to the second operation on the marking control, determine the second target object from the game scene according to the operation position, and mark the second target object.
[0184] In an optional implementation, the marking device 900 further includes a first marking display module (not shown in the figure), and the first marking display module is used to:
[0185] A first mark and first distance information are displayed at the location of the first target object in the graphical user interface of the first terminal device; the first distance information is the distance information between the first target object and the first virtual character.
[0186] In an optional implementation, the game scene further includes a second virtual character controlled by the second terminal device; the second virtual character and the first virtual character belong to the same camp; the marking device 900 further includes a second marking display module (not shown in the figure), and the second marking display module is used to:
[0187] A second mark and second distance information are displayed in the graphical user interface of the second terminal device; the second distance information is the distance information between the first target object and the second virtual character.
[0188] In an optional implementation, when the second marking module 930 is used to mark the second target object, the second marking module 930 is used to:
[0189] In response to the second target object being a virtual character, performing a first mark on the second target object; or,
[0190] In response to the second target object not being a virtual character, a second mark is performed on the second target object.
[0191] In an optional implementation, the marking device 900 further includes a third marking display module (not shown in the figure), and the third marking display module is used to:
[0192] A third mark and third distance information are displayed at the location of the second target object in the graphical user interface of the first terminal device; the third distance information is the distance information between the second target object and the first virtual character.
[0193] In an optional implementation, the game scene further includes a second virtual character controlled by the second terminal device; the second virtual character and the first virtual character belong to the same camp; the marking device 900 further includes a fourth marking display module (not shown in the figure), and the fourth marking display module is used to:
[0194] A fourth mark and fourth distance information are displayed in the graphical user interface of the second terminal device; the fourth distance information is real-time distance information between the second target object and the second virtual character.
[0195] In an optional implementation, the marking device 900 further includes a prompt control display module (not shown in the figure), and the prompt control display module is used to:
[0196] In response to the distance between the position of the second virtual character in the game scene and the position of the second target object in the game scene being less than a preset distance threshold, a mark interaction prompt control is displayed in the graphical user interface of the second terminal device.
[0197] In an optional implementation, the marking device 900 further includes a character orientation control module (not shown in the figure), and the character orientation control module is used to:
[0198] In response to a first trigger operation on the mark interaction prompt control, the second virtual character is controlled to move toward a location of the second target object.
[0199] In an optional implementation, the marking device 900 further includes a screen display module (not shown in the figure), and the screen display module is used to:
[0200] In response to a second trigger operation on the mark interaction prompt control, displaying a target object display screen in a graphical user interface of the second terminal device;
[0201] The target object display screen is a game screen including the second target object that is captured by controlling a virtual camera at a preset viewing angle.
[0202] In an optional implementation, when the screen display module is used to display the mark interaction prompt control in the graphical user interface of the second terminal device, the screen display module is used to:
[0203] In response to the number of the marked second target objects in the game scene being multiple, displaying multiple marking interaction prompt controls in the graphical user interface;
[0204] Each marker interaction prompt control corresponds to each second target object, and the real-time distance information between the second target object and the second virtual character is displayed at a preset position of the marker interaction prompt control.
[0205] In an optional implementation, the marking device 900 further includes a control display cancellation module (not shown in the figure), and the control display cancellation module is used to:
[0206] In response to the display time of the mark interaction prompt control being greater than a preset time threshold, the display of the mark interaction prompt control is canceled.
[0207] In an optional implementation, the marking device 900 further includes a control display time prompt module (not shown in the figure), and the control display time prompt module is used to:
[0208] Displaying time prompt information for the mark interaction prompt control in the graphical user interface of the second terminal.
[0209] In an optional implementation, the first operation is different from the second operation, wherein the first operation is a click operation on the marker control; and the second operation is a drag operation on the marker control.
[0210] The marking device for virtual objects provided by the embodiment of the present disclosure displays a marking control and a crosshair mark in a graphical user interface in response to a first operation; in response to the first operation on the marking control, determines the first target object from the game scene based on the crosshair mark, and marks the first target object; in response to the second operation on the marking control, determines the operation position of the second operation in the graphical user interface, determines the second target object from the game scene according to the operation position, and marks the second target object. In this way, while marking the target object through the crosshair mark, the marking operation for any target object in the graphical user interface can also be completed through the second operation on the marking control, and then according to the operation position of the second operation, thereby solving the drawbacks of marking operations only through the crosshair mark, and improving marking accuracy and human-computer interaction efficiency.
[0211] See also Fig.10 , Fig.10 This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Fig.10 As shown in , the electronic device 1000 includes a processor 1010 , a memory 1020 and a bus 1030 .
[0212] The memory 1020 stores machine-readable instructions executable by the processor 1010. When the electronic device 1000 is running, the processor 1010 communicates with the memory 1020 via the bus 1030, so that the processor 1010 executes the following instructions when running:
[0213] Displaying a mark control and a crosshair mark in the graphical user interface, wherein the crosshair mark is used to indicate the aiming direction of the first virtual character in the game scene;
[0214] In response to a first operation on the marking control, determining a first target object from the game scene based on the crosshair mark, and marking the first target object;
[0215] In response to a second operation on the marking control, an operation position of the second operation in the graphical user interface is determined, a second target object is determined from the game scene according to the operation position, and the second target object is marked.
[0216] In an optional implementation manner, the instructions executed by the processor 1010 further include:
[0217] A first mark and first distance information are displayed at the location of the first target object in the graphical user interface of the first terminal device; the first distance information is the distance information between the first target object and the first virtual character.
[0218] In an optional implementation manner, the game scene further includes a second virtual character controlled by the second terminal device; the second virtual character and the first virtual character belong to the same camp; the instructions executed by the processor 1010 also include:
[0219] A second mark and second distance information are displayed in the graphical user interface of the second terminal device; the second distance information is the distance information between the first target object and the second virtual character.
[0220] In an optional implementation manner, in the instruction executed by the processor 1010, marking the second target object includes:
[0221] In response to the second target object being a virtual character, performing a first mark on the second target object; or,
[0222] In response to the second target object not being a virtual character, a second mark is performed on the second target object.
[0223] In an optional implementation manner, the instructions executed by the processor 1010 further include:
[0224] A third mark and third distance information are displayed at the location of the second target object in the graphical user interface of the first terminal device; the third distance information is the distance information between the second target object and the first virtual character.
[0225] In an optional implementation manner, the game scene further includes a second virtual character controlled by the second terminal device; the second virtual character and the first virtual character belong to the same camp; the instructions executed by the processor 1010 also include:
[0226] A fourth mark and fourth distance information are displayed in the graphical user interface of the second terminal device; the fourth distance information is real-time distance information between the second target object and the second virtual character.
[0227] In an optional implementation manner, the instructions executed by the processor 1010 further include:
[0228] In response to the distance between the position of the second virtual character in the game scene and the position of the second target object in the game scene being less than a preset distance threshold, a mark interaction prompt control is displayed in the graphical user interface of the second terminal device.
[0229] In an optional implementation manner, the instructions executed by the processor 1010 further include:
[0230] In response to a first trigger operation on the mark interaction prompt control, the second virtual character is controlled to move toward a location of the second target object.
[0231] In an optional implementation manner, the instructions executed by the processor 1010 further include:
[0232] In response to a second trigger operation on the mark interaction prompt control, displaying a target object display screen in a graphical user interface of the second terminal device;
[0233] The target object display screen is a game screen including the second target object that is captured by controlling a virtual camera at a preset viewing angle.
[0234] In an optional implementation, in the instructions executed by the processor 1010, displaying a mark interaction prompt control in a graphical user interface of the second terminal device includes:
[0235] In response to the number of the marked second target objects in the game scene being multiple, displaying multiple marking interaction prompt controls in the graphical user interface;
[0236] Each marker interaction prompt control corresponds to each second target object, and the real-time distance information between the second target object and the second virtual character is displayed at a preset position of the marker interaction prompt control.
[0237] In an optional implementation manner, the instructions executed by the processor 1010 further include:
[0238] In response to the display time of the mark interaction prompt control being greater than a preset time threshold, the display of the mark interaction prompt control is canceled.
[0239] In an optional implementation manner, the instructions executed by the processor 1010 further include:
[0240] Displaying time prompt information for the mark interaction prompt control in the graphical user interface of the second terminal.
[0241] In an optional implementation, the first operation is different from the second operation, wherein the first operation is a click operation on the marker control; and the second operation is a drag operation on the marker control.
[0242] Through the above method, while marking the target object through the crosshair mark, the marking operation for any target object in the graphical user interface can be completed through a second operation on the marking control, and then according to the operation position of the second operation, the drawback of marking operation only through the crosshair mark is solved, and the marking accuracy and human-computer interaction efficiency are improved; further, the marking prompt information is displayed by reusing the display form of the controls existing in the graphical user interface, and the marking prompt for the player is completed while reducing the occlusion of the graphical user interface, thereby further improving the player's gaming experience; further, by displaying the object marking information containing sufficient prompt information, the player can understand the current situation of the second target object in more detail, and further Improve the efficiency of human-computer interaction and the player's gaming experience; further, display the interactive controls in the graphical user interface, and the player completes the display operation of the orientation of the first virtual character and the second virtual character and / or the current situation of the second target object in the game scene by triggering the marking control, further reducing the player's adjustment operations and improving the player's operating efficiency; further, after the player controls the first virtual character to mark the second target object, the player can synchronize the marking information for the second target object to the second virtual character, and display the marking information on the terminal device of the second virtual character, so as to enable multiple second virtual characters to collaborate as a team, improve the winning probability of the player's camp, and further improve the player's gaming experience.
[0243] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is executed by a processor, the following instructions are executed:
[0244] Displaying a mark control and a crosshair mark in the graphical user interface, wherein the crosshair mark is used to indicate the aiming direction of the first virtual character in the game scene;
[0245] In response to a first operation on the marking control, determining a first target object from the game scene based on the crosshair mark, and marking the first target object;
[0246] In response to a second operation on the marking control, an operation position of the second operation in the graphical user interface is determined, a second target object is determined from the game scene according to the operation position, and the second target object is marked.
[0247] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0248] A first mark and first distance information are displayed at the location of the first target object in the graphical user interface of the first terminal device; the first distance information is the distance information between the first target object and the first virtual character.
[0249] In an optional implementation manner, the game scene further includes a second virtual character controlled by the second terminal device; the second virtual character and the first virtual character belong to the same camp; and the instructions executed by the computer-readable storage medium further include:
[0250] A second mark and second distance information are displayed in the graphical user interface of the second terminal device; the second distance information is the distance information between the first target object and the second virtual character.
[0251] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, marking the second target object includes:
[0252] In response to the second target object being a virtual character, performing a first mark on the second target object; or,
[0253] In response to the second target object not being a virtual character, a second mark is performed on the second target object.
[0254] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0255] A third mark and third distance information are displayed at the location of the second target object in the graphical user interface of the first terminal device; the third distance information is the distance information between the second target object and the first virtual character.
[0256] In an optional implementation manner, the game scene further includes a second virtual character controlled by the second terminal device; the second virtual character and the first virtual character belong to the same camp; and the instructions executed by the computer-readable storage medium further include:
[0257] A fourth mark and fourth distance information are displayed in the graphical user interface of the second terminal device; the fourth distance information is real-time distance information between the second target object and the second virtual character.
[0258] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0259] In response to the distance between the position of the second virtual character in the game scene and the position of the second target object in the game scene being less than a preset distance threshold, a mark interaction prompt control is displayed in the graphical user interface of the second terminal device.
[0260] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0261] In response to a first trigger operation on the mark interaction prompt control, the second virtual character is controlled to move toward a location of the second target object.
[0262] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0263] In response to a second trigger operation on the mark interaction prompt control, displaying a target object display screen in a graphical user interface of the second terminal device;
[0264] The target object display screen is a game screen including the second target object that is captured by controlling a virtual camera at a preset viewing angle.
[0265] In an optional implementation manner, in the instructions executed by the computer-readable storage medium, displaying a mark interaction prompt control in the graphical user interface of the second terminal device includes:
[0266] In response to the number of the marked second target objects in the game scene being multiple, displaying multiple marking interaction prompt controls in the graphical user interface;
[0267] Each marker interaction prompt control corresponds to each second target object, and the real-time distance information between the second target object and the second virtual character is displayed at a preset position of the marker interaction prompt control.
[0268] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0269] In response to the display time of the mark interaction prompt control being greater than a preset time threshold, the display of the mark interaction prompt control is canceled.
[0270] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0271] Displaying time prompt information for the mark interaction prompt control in the graphical user interface of the second terminal.
[0272] In an optional implementation, the first operation is different from the second operation, wherein the first operation is a click operation on the marker control; and the second operation is a drag operation on the marker control.
[0273] Through the above method, while marking the target object through the crosshair mark, the marking operation for any target object in the graphical user interface can be completed through a second operation on the marking control, and then according to the operation position of the second operation, the drawback of marking operation only through the crosshair mark is solved, and the marking accuracy and human-computer interaction efficiency are improved; further, the marking prompt information is displayed by reusing the display form of the controls existing in the graphical user interface, and the marking prompt for the player is completed while reducing the occlusion of the graphical user interface, thereby further improving the player's gaming experience; further, by displaying the object marking information containing sufficient prompt information, the player can understand the current situation of the second target object in more detail, and further Improve the efficiency of human-computer interaction and the player's gaming experience; further, display the interactive controls in the graphical user interface, and the player completes the display operation of the orientation of the first virtual character and the second virtual character and / or the current situation of the second target object in the game scene by triggering the marking control, further reducing the player's adjustment operations and improving the player's operating efficiency; further, after the player controls the first virtual character to mark the second target object, the player can synchronize the marking information for the second target object to the second virtual character, and display the marking information on the terminal device of the second virtual character, so as to enable multiple second virtual characters to collaborate as a team, improve the winning probability of the player's camp, and further improve the player's gaming experience.
[0274] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0275] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.
[0276] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0277] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0278] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0279] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.
Claims
1. A method for marking a virtual object, characterized in that: Providing a graphical user interface through a first terminal device; the graphical user interface displays at least a portion of a game scene, the game scene including a first virtual character controlled by the first terminal device; the marking method includes: Displaying a mark control and a crosshair mark in the graphical user interface, wherein the crosshair mark is used to indicate the aiming direction of the first virtual character in the game scene; In response to a first operation on the marking control, determining a first target object from the game scene based on the crosshair mark, and marking the first target object; In response to a second operation on the marking control, an operation position of the second operation in the graphical user interface is determined, a second target object is determined from the game scene according to the operation position, and the second target object is marked.
2. The marking method according to claim 1, characterized in that: After determining the first target object from the game scene and marking the first target object, the marking method further includes: A first mark and first distance information are displayed at the location of the first target object in the graphical user interface of the first terminal device; the first distance information is the distance information between the first target object and the first virtual character.
3. The marking method according to claim 1, characterized in that: The game scene also includes a second virtual character controlled by the second terminal device; the second virtual character and the first virtual character belong to the same camp; After determining the first target object from the game scene and marking the first target object, the marking method further includes: Displaying a second mark and second distance information in a graphical user interface of the second terminal device; The second distance information is distance information between the first target object and the second virtual character.
4. The marking method according to claim 1, characterized in that: The marking the second target object includes: In response to the second target object being a virtual character, performing a first mark on the second target object; or, In response to the second target object not being a virtual character, a second mark is performed on the second target object.
5. The marking method according to claim 4, characterized in that: After the first marking of the second target object, the marking method further includes: A third mark and third distance information are displayed at the location of the second target object in the graphical user interface of the first terminal device; the third distance information is the distance information between the second target object and the first virtual character.
6. The marking method according to claim 4, characterized in that: The game scene also includes a second virtual character controlled by the second terminal device; the second virtual character and the first virtual character belong to the same camp; After the first marking of the second target object, the marking method further includes: Displaying a fourth mark and fourth distance information in a graphical user interface of the second terminal device; The fourth distance information is real-time distance information between the second target object and the second virtual character.
7. The marking method according to claim 6, characterized in that: After performing a second marking on the second target object, the marking method further includes: In response to the distance between the position of the second virtual character in the game scene and the position of the second target object in the game scene being less than a preset distance threshold, a mark interaction prompt control is displayed in the graphical user interface of the second terminal device.
8. The marking method according to claim 7, characterized in that: The marking method further comprises: In response to a first trigger operation on the mark interaction prompt control, the second virtual character is controlled to move toward a location of the second target object.
9. The marking method according to claim 7, characterized in that: The marking method further comprises: In response to a second trigger operation on the mark interaction prompt control, displaying a target object display screen in a graphical user interface of the second terminal device; The target object display screen is a game screen including the second target object shot by controlling a virtual camera at a preset viewing angle.
10. The marking method according to claim 9, characterized in that: The step of displaying a mark interaction prompt control in a graphical user interface of the second terminal device includes: In response to the number of the marked second target objects in the game scene being multiple, displaying multiple marking interaction prompt controls in the graphical user interface; Each marker interaction prompt control corresponds to each second target object, and the real-time distance information between the second target object and the second virtual character is displayed at a preset position of the marker interaction prompt control.
11. The marking method according to claim 7, characterized in that: The marking method further comprises: In response to the display time of the mark interaction prompt control being greater than a preset time threshold, the display of the mark interaction prompt control is canceled.
12. The marking method according to claim 7, characterized in that: The marking method further comprises: Displaying time prompt information for the mark interaction prompt control in the graphical user interface of the second terminal.
13. The marking method according to claim 1, characterized in that: The first operation is different from the second operation. The first operation is a click operation on the marker control; the second operation is a drag operation on the marker control.
14. A virtual object marking device, characterized in that: Providing a graphical user interface through a first terminal device; the graphical user interface displays at least a portion of a game scene, the game scene including a first virtual character controlled by the first terminal device; The marking device comprises: A mark control display module, used to display a mark control and a crosshair mark in the graphical user interface, wherein the crosshair mark is used to indicate the aiming direction of the first virtual character in the game scene; A first marking module, configured to determine a first target object from the game scene based on the crosshair mark in response to a first operation on the marking control, and mark the first target object; The second marking module is used to determine the operation position of the second operation in the graphical user interface in response to the second operation on the marking control, determine the second target object from the game scene according to the operation position, and mark the second target object.
15. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the virtual object marking method as described in any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the virtual object marking method according to any one of claims 1 to 13.
Citation Information
Cited By
Object marking method and device and electronic equipment
CN120928983A