Information processing method and device in game, electronic equipment and storage medium

Through the intelligent locking mechanism that divides orientation partitions in the game interface and automatically determines the attack order, the problem of quickly switching multiple enemies in 3D action games is solved, improving the consistency and efficiency of combat operations.

CN120285550APending Publication Date: 2025-07-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510372054.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-26
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

In 3D action games, existing locking mechanisms make it difficult for players to quickly switch multiple enemies, resulting in inconsistent combat experiences and affecting operational efficiency and accuracy.

Method used

By displaying a collection of signal identifications in the graphical user interface, dividing the orientation partitions, each partition is associated with enemy game objects, and after the player selects the target partition, the system automatically determines and displays the attack order, implements an intelligent locking mechanism and reduces interruptions of player operations.

Benefits of technology

It improves operational efficiency and strategy execution accuracy in multi-target combat scenarios, and enhances combat consistency and efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an information processing method and device in a game, electronic equipment and a storage medium. According to the method, a signal identifier set is displayed by responding to a first trigger operation, the signal identifier set comprises a plurality of orientation partitions, and each orientation partition is associated with at least one candidate game object; in response to the selection operation, determining at least one target azimuth partition; determining a target marking sequence of the candidate game objects associated with the target orientation partition, wherein the target marking sequence is used for indicating an attack sequence of the candidate game objects; and displaying a prompt signal corresponding to the target mark sequence. According to the scheme, through the combination of the spatial orientation partition and the marking sequence, an intelligent locking mechanism with the area as the unit is achieved, interruption on the heart stream of a player is reduced, the operation efficiency under the multi-target combat scene is remarkably improved, and the strategy execution accuracy is enhanced through visual prompt.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technologies, and more particularly to a method, apparatus, electronic device, and storage medium for information processing in a game. Background Art

[0002] In a complex three-dimensional scene, it is difficult for a player to easily find the target he wants to attack with a mouse. Therefore, most 3D action games are equipped with a locking mechanism. In the existing locking mechanism, a player can only lock one enemy at a time. After defeating the locked enemy, the player needs to re-lock a new enemy, or the system defaults to locking an enemy. However, when the enemy default-locked by the system is not the enemy the player wants to attack, or is not the enemy in the current direction of the player, the player needs to re-lock or be forced to control the character to turn. Such a mechanism greatly interrupts the player's combat experience. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a method, apparatus, electronic device, and storage medium for information processing in a game, so as to optimize the combat operation experience among players and improve the combat efficiency.

[0004] In a first aspect, an embodiment of the present disclosure provides a method for information processing in a game. A graphical user interface is provided through a terminal, and at least a game scene and a controlled virtual character are displayed in the graphical user interface. The method includes: in response to a first trigger operation on the graphical user interface, displaying a signal identification set, where the signal identification set includes a plurality of azimuth partitions, and each azimuth partition is associated with at least one candidate game object, and the candidate game object is an enemy game object determined according to the current position of the controlled virtual character; in response to a selection operation within the signal identification set, determining at least one target azimuth partition; determining a target marking order of the candidate game objects associated with the target azimuth partition, where the target marking order is used to indicate the attack order of the candidate game objects; and displaying a prompt signal corresponding to the target marking order.

[0005] Second aspect, an information processing device in a game provided by an embodiment of the present disclosure. The device provides a graphical user interface through a terminal, and at least a game scene and a controlled virtual character are displayed in the graphical user interface. The device includes: a first display module, configured to respond to a first trigger operation on the graphical user interface and display a signal identification set, the signal identification set including a plurality of azimuth partitions, each azimuth partition being associated with at least one candidate game object, and the candidate game object being an enemy game object determined according to the current position of the controlled virtual character; a first determination module, configured to respond to a selection operation within the signal identification set and determine at least one target azimuth partition; a second determination module, configured to determine a target marking order of the candidate game objects associated with the target azimuth partition, the target marking order being used to indicate the attack order of the candidate game objects; and a second display module, configured to display a prompt signal corresponding to the target marking order.

[0006] Third aspect, an electronic device provided by an embodiment of the present disclosure includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned information processing method in a game.

[0007] Fourth aspect, a computer-readable storage medium provided by an embodiment of the present disclosure stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned information processing method in a game.

[0008] An embodiment of the present disclosure provides an information processing method, device, electronic device, and storage medium in a game. By responding to a first trigger operation, a signal identification set is displayed, the signal identification set including a plurality of azimuth partitions, each azimuth partition being associated with at least one candidate game object; by responding to a selection operation, at least one target azimuth partition is determined; a target marking order of the candidate game objects associated with the target azimuth partition is determined, the target marking order being used to indicate the attack order of the candidate game objects; and a prompt signal corresponding to the target marking order is displayed. The solution of the present disclosure realizes an intelligent locking mechanism in units of regions by combining spatial azimuth partitions and marking orders, reduces the interruption of the player's flow, significantly improves the operation efficiency in a multi-target combat scenario, and enhances the accuracy of strategy execution through visual prompts. Description of the Drawings

[0009] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present disclosure. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0010] Figure 1 Flow diagram of an information processing method in a game provided by an embodiment of the present disclosure; Figure 2 Schematic diagram of an application scenario of the information processing method in a game provided by an embodiment of the present disclosure Figure 3 Schematic diagram of another application scenario of the information processing method in a game provided by an embodiment of the present disclosure; Figure 4 Schematic diagram of another application scenario of the information processing method in a game provided by an embodiment of the present disclosure; Figure 5 Schematic diagram of an interaction device in a game provided by an embodiment of the present disclosure; Figure 6 Schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Detailed implementation manners

[0011] The technical solutions of the present disclosure will be clearly and completely described below in conjunction with the embodiments. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts shall fall within the protection scope of the present disclosure.

[0012] This embodiment provides a method for information processing in a game. This method provides a graphical user interface through a terminal device, and a game interface is displayed in the graphical user interface. The game interface includes a game scene screen and a user interface (User Interface, UI interface). Among them, the game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used for information interaction with the user and may include game design elements in direct or indirect contact with the user, such as buttons, animations, texts, sounds, windows, etc. In an alternative embodiment, the interface elements in the user interface may include the following controls: (1) Controls related to controlling the character, such as skill controls, movement controls, function controls, etc.; (2) Controls for indicating information, which may also be referred to as information indication identifiers, such as direction indication identifiers, character indication identifiers, character stamina identifiers, prop pickup points, or the location points of treasure chests, etc.; (3) Information display controls, which may also be referred to as information display areas, such as displaying basic character information (character name, occupation, health value, true qi value, etc.), character status information (such as whether in a coma, poisoned, etc.), or game round information (such as the number of kills, game time, etc.); (4) Game setting controls, such as system settings, stores, gold coins, etc. In addition, the controls displayed in the user interfaces of different games may be different. Some game user interfaces may also include a friend list control, through which the relevant information of the added friends can be viewed, and operations such as chatting, visiting the home, deleting, etc. can be performed. There are also games that include task-related controls, such as displaying the current task list, including main tasks and side tasks, etc. Through these controls, users can better manage and play the game.

[0013] In an alternative embodiment, the game scene screen is the screen corresponding to the virtual scene displayed by the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, which may also be referred to as player virtual characters), NPC characters (Non-Player Character), AI (Artificial Intelligence) characters, etc. that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.

[0014] The above virtual scene is the content displayed (or provided) when the game application runs on the terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects to fight. The exemplary virtual scene can include at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, vehicles; for example, in a 2D or 2.5D card game, the virtual scene is a scene for displaying the release of cards or the virtual objects corresponding to the cards. The exemplary virtual scene can include: a ring, a battle arena, or other "field" elements or other elements that can display the card battle status; for a 2D or 2.5D multiplayer online battle arena game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. The exemplary virtual scene can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.

[0015] The above virtual object refers to a dynamic object that can be controlled in the virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by the player through an input device, or an AI character set in the virtual environment battle through training, or an NPC set in the virtual scene battle. Optionally, the virtual object is a virtual character competing in the 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. The embodiments of the present disclosure do not limit this. In a possible implementation manner, 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 virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0016] The information processing method in the game in one embodiment of the present disclosure can run on a terminal device or a server. Among them, the terminal device can be a local terminal device, such as a touch device or a non-touch device. When the information processing method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0017] In an alternative embodiment, cloud games can run under a cloud interaction system. Cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and operation of the information processing method in the game are completed on the cloud game server, and the role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the terminal device for information processing is the cloud game server in the cloud. When playing a 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 data such as the game interface, and returns it to the client device through the network. Finally, the game interface is decoded and output through the client device.

[0018] In an alternative embodiment, the terminal device can be a local terminal device. The local terminal device stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way the local terminal device provides the game interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, and the game interface includes a game scene screen. The processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.

[0019] See Figure 1 , Figure 1 is a schematic flowchart of a method for processing information in a game provided by an embodiment of the present disclosure. This method provides a graphical user interface through a terminal device, and the graphical user interface at least displays a game scene and a controlled virtual character. See Figure 1 , and the method includes the following steps: Step S101, in response to a first trigger operation on the graphical user interface, display a set of signal identifiers. The set of signal identifiers includes several azimuth partitions, and each azimuth partition is associated with at least one candidate game object. The candidate game object is an enemy game object determined according to the current position of the controlled virtual character.

[0020] Optionally, the above first trigger operation is an operation performed by the user. As a possible implementation manner, on a mobile device, the first trigger operation can be a trigger operation on an interaction control in the graphical user interface. On a PC, the first trigger operation can be a trigger operation on the middle mouse button.

[0021] When a player needs to deal with enemies from multiple directions simultaneously, a set of signal identifiers is activated through the triggering operation of a specific input device (such as the middle mouse button). The set of signal identifiers described in the embodiments of this application is an image identifier, which contains multiple regions (i.e., azimuth partitions), and each region corresponds to an azimuth region in the game scene respectively. Based on the enemy game objects contained in each azimuth region in the game scene, the object identifiers of these enemy game objects are displayed in the corresponding azimuth partitions of the image identifier. In a specific implementation, the set of signal identifiers can be a roulette-style interaction interface, and the spatial layout of the set of signal identifiers adopts an eight-azimuth equal division design, and each fan-shaped partition corresponds to a 45-degree viewing angle range.

[0022] As a possible implementation manner, the set of signal identifiers is in a roulette layout, and the several azimuth partitions are fan-shaped regions evenly divided along the circumferential direction of the set of signal identifiers.

[0023] Optionally, the division of the azimuth partitions can be carried out based on the following method: taking the position of the controlled virtual character as the origin of the coordinate system, dividing the 360-degree planar space into several equal-angle regions, and then generating a set of signal identifiers containing multiple azimuth partitions corresponding to these multiple equal-angle regions respectively. This way of spatial division enables the player to quickly locate the target area (i.e., the scene area corresponding to the target azimuth partition) through directional sliding operations, and at the same time, the physical space correlation ensures the logical self-consistency of the azimuth partitions. In a specific implementation, the multiple azimuth partitions can be equal-angle fan-shaped regions, and the included angle of the fan-shaped region can be dynamically adjusted according to the game balance requirements. For example, a 45-degree partition is adopted in the PVE (Player VS Enviroment) scene to improve the error tolerance rate, while a 30-degree partition is adopted in the PVP (Player VS Player) competitive scene to enhance the operation accuracy. Of course, the division granularity of the azimuth partitions can be dynamically configured. For example, it is automatically switched to 16 partitions in a narrow scene to improve the accuracy, while 4 partitions are adopted in an open scene to simplify the selection.

[0024] Furthermore, the embodiments of this application can divide the azimuth partitions based on three-dimensional space. By introducing a height stratification mechanism, the vertical space is divided into a ground layer, a middle layer, and an air layer, and each layer is further divided into horizontal azimuth partitions. When the player makes an operation input in the Z-axis direction (the direction perpendicular to the ground in the vertical scene), the system automatically switches the spatial level and displays the azimuth partition interface corresponding to the corresponding spatial level. This design is especially suitable for game environments with flying units or three-dimensional combat scenarios, and significantly improves the freedom of tactical selection by adding dimensional operations.

[0025] Optionally, the method for determining candidate game objects includes: dynamically screening visible enemy game objects within a preset radius with the controlled virtual character as the center; mapping each enemy game object to a corresponding azimuth partition according to the azimuth of the enemy game object, to obtain candidate game objects for each azimuth partition.

[0026] join Figure 2 , Figure 2 A schematic diagram of an application scenario of the information processing method in a game provided by an embodiment of the present disclosure. Figure 2 The displayed game interface includes a part of the game scene, which includes a controlled virtual character 201 and a hostile game object of the controlled virtual character 201. When the hostile game object is close to the controlled virtual character, a red health bar will be displayed on the head of the hostile game character. At this time, the player can make certain preparations for the upcoming battle. For example, by long pressing the middle of the mouse to call out / activate the signal identification set 201, the signal identification set 202 is in the shape of a roulette wheel and is presented in a semi-transparent state on the game scene interface. The roulette wheel is divided into 8 equiangular sectors, and the 8 sector areas 203 correspond to 8 scene areas divided with the controlled virtual character as the center, and then based on the enemy game objects contained in each scene area, the object identification 204 corresponding to the enemy game object (i.e., the candidate game object) is displayed in each sector area of ​​the signal identification set 202, such as displaying an avatar, which can be a red circle edge, so that the player can have an overall understanding of the distribution of enemy game objects around the controlled virtual character through the signal identification set 202, and then can adopt further combat strategies, such as selecting an orientation partition 203 and highlighting the selected orientation partition 203, so that the candidate game objects in the orientation partition 203 are used as continuous locked objects, and the locking order of each candidate game object is determined, and the sequence number is displayed on the object identification, such as Figure 2 Number 1 and number 2 in .

[0027] Optionally, the candidate game objects associated with each orientation partition are determined based on a dynamic screening mechanism, which includes a double verification rule: first, the straight-line distance between the enemy game character and the controlled virtual character is calculated through a collision detection algorithm, and enemy game objects that exceed the preset radius threshold are eliminated; second, line of sight tracking is used to verify whether the target (the enemy game object obtained after the first screening) is within the visual range to avoid locking invalid targets blocked by obstacles. This screening process is continuously updated during each frame rendering cycle to ensure the real-time validity of the information displayed in the signal identification set.

[0028] It should be noted that in the embodiments of the present disclosure, the central position of the signal identification set can represent the position of the controlled virtual character. Thus, based on the spatial position information of the candidate game objects associated with each azimuth partition in the game scene, the display position of the object identification of the candidate game objects in the corresponding azimuth partition can be determined, and the distribution of the enemy game objects around the controlled virtual character can be fed back through the signal identification set.

[0029] Step S102: Respond to the selection operation within the signal identification set to determine at least one target azimuth partition.

[0030] After the signal identification set is displayed in the graphical user interface, the player can further perform a selection operation, which is the selection of the azimuth partition included in the signal identification set. For example, after the signal identification set is called out by long-pressing the middle mouse button, the mouse can be controlled to slide to a certain azimuth partition. When the mouse slides to the partition, or when the mouse slides to and the sliding distance exceeds a certain distance, the azimuth partition is determined as the target azimuth partition.

[0031] Furthermore, the player can select multiple azimuth partitions at one time, that is, obtain multiple target azimuth partitions. Specifically, after the signal identification set is called out by long-pressing the middle mouse button, the mouse can be controlled to slide to a certain azimuth partition, and then the mouse can be continuously controlled to slide from this azimuth partition to other partitions. All the azimuth partitions passed by the mouse can be determined as the target azimuth partitions.

[0032] It should be noted that in the embodiments of the present disclosure, when determining the target azimuth partition, the target azimuth partition is regarded as the area to be attacked by the controlled virtual character, that is, the candidate game objects associated with the target azimuth partition are regarded as the enemy game objects to be attacked.

[0033] Step S103: Determine the target marking order of the candidate game objects associated with the target azimuth partition, and this target marking order is used to indicate the attack order of the candidate game objects.

[0034] Furthermore, determining the target marking order of the candidate game objects associated with the target azimuth partition may include: generating the target marking order corresponding to the candidate game objects according to the spatial position information of the candidate game objects associated with the target azimuth partition. The spatial position information not only includes three-dimensional coordinate data, but also can integrate motion vector parameters to predict the target movement trajectory, which plays a key role in the subsequent dynamic adjustment of the marking order.

[0035] Optionally, the algorithm for generating the target marking order can adopt a composite weight calculation model. The basic weight factors include a distance factor (the straight-line distance from the controlled virtual character), a threat factor (calculated based on the enemy's attack power level), and an orientation factor (the angle between the target and the current perspective of the controlled virtual character). In special combat scenarios, the system will also introduce an environmental factor (such as the strategic value of a high-place target) and a mission factor (the target that needs to be killed first for specific plot requirements). The dynamic ratio of these weights is continuously optimized through a machine learning model, making the marking order conform to both tactical logic and the player's operation habits.

[0036] Furthermore, the target marking order can also be determined based on the historical combat data of enemy game objects or based on the types of enemy game objects. For example, healing enemies are marked first. The determination of the target marking order can continuously learn the player's combat style. When it is detected that the player frequently manually adjusts the marking order recommended by the system, the intervention intensity of the system algorithm can be automatically reduced to achieve personalized adaptation.

[0037] Step S104, display a prompt signal corresponding to the target marking order.

[0038] The prompt signal here refers to the visual display of the target marking order to prompt the user about the target marking order of the candidate game objects associated with the target orientation partition, that is, to prompt the user about the attack order among the candidate game objects associated with the target orientation partition. This attack order represents the priority of the candidate game objects to be attacked. The higher the target marking order, the higher its attack priority.

[0039] Optionally, the visual coding system of the prompt signal adopts a multi-modal feedback mechanism. The basic marking symbol of this prompt signal can use a gradually changing green halo to surround the target (candidate game object), and its brightness is positively correlated with the attack priority. The auxiliary prompts include: 1) a semi-transparent arrow guiding system, which displays the azimuth indication of the next target at the edge of the basic marking symbol; 2) a spatial audio positioning system, which differentiates targets with different priorities through the difference in sound field intensity; 3) a tactile feedback module, which triggers different vibration modes when switching attack targets. This multi-dimensional feedback design effectively reduces the player's cognitive load and ensures the information acquisition efficiency, especially in high-intensity combat scenarios.

[0040] In summary, the information processing method in the game provided by the embodiments of the present disclosure displays a signal identification set by responding to a first trigger operation. The signal identification set includes several azimuth partitions, and each azimuth partition is associated with at least one candidate game object. By responding to a selection operation, at least one target azimuth partition is determined. The target marking order of the candidate game objects associated with the target azimuth partition is determined, and the target marking order is used to indicate the attack order of the candidate game objects. A prompt signal corresponding to the target marking order is displayed. The solution of the present disclosure realizes multi-target quick locking through the combination of spatial azimuth partitions and marking orders, effectively improves the operation efficiency in the combat scenario, and enhances the accuracy of strategy execution through visual prompts.

[0041] In an alternative embodiment, the determining the target marking order of the candidate game objects associated with the target azimuth partition may include: generating the target marking order of the candidate game objects according to the spatial position information of the candidate game objects associated with the target azimuth partition.

[0042] In specific implementation, a polar coordinate system is established with the position of the controlled virtual character as the origin, and the radial distance and azimuth angle of each enemy game object are calculated. For multiple enemy units in the same azimuth partition, a priority queue is generated in ascending order of the distance values. This method quantifies the spatial relationship parameters, ensures the objectivity and real-time nature of the marking order, and avoids strategy execution deviation caused by subjective judgment.

[0043] Optionally, the implementation of the distance priority algorithm includes dynamic weight adjustment. When there are dense enemy units in the same azimuth partition (such as the spacing is less than 0.5 meters), the system automatically enables secondary sorting parameters, including the unit body size and the current action state (such as the pre-attack wind-up phase). A distance weight coefficient (such as ×1.2) is applied to the enemy units performing dangerous actions, so that the system preferentially marks high-threat targets when the distances are similar.

[0044] Optionally, the update mechanism of the marking order adopts an event-driven mode. When the position of the controlled virtual character or the enemy unit changes, the recalculation of the spatial relationship is triggered. The system sets a distance change threshold (such as 0.3 meters) and an angle change threshold (such as 5 degrees), and only updates the marking order when the thresholds are exceeded, effectively reducing the consumption of computing resources. For high-speed moving targets, a predicted trajectory interpolation algorithm is enabled to predict the position change within the next 0.5 seconds based on the motion vector.

[0045] As an alternative implementation, the information processing method in the game provided by this embodiment of the public examination also includes: locking the first candidate game object with the first target marking order among the candidate game objects associated with the target orientation area, so as to use the first candidate game object with the first target marking order as the object to be attacked by the controlled virtual character currently. After locking the first candidate game object, when the attack operation is executed, the controlled virtual character automatically executes the attack action on the locked object, without the player having to execute the locking operation before the attack, improving the combat efficiency. In specific implementation, after determining the target orientation area, the system automatically locks the first candidate game object with the first target marking order in this area. Specifically, it is manifested as: through the spatial position detection algorithm, the distance values between all candidate game objects in this area and the player are calculated in real time, the enemy unit with the closest distance is locked first, and a virtual aiming reticle is rendered in its associated area. This instant locking mechanism avoids the cumbersome operation of the player manually switching targets and ensures that the combat focus always follows the highest priority target.

[0046] As an alternative implementation, the method of this embodiment also includes: in response to the attack operation, controlling the controlled virtual character to execute the attack action on the locked first candidate game object; in response to the defeat of the first candidate game object, locking the second candidate game object with the target marking order after the first candidate game object among the candidate game objects associated with the target orientation area. This chain locking mechanism realizes the seamless connection of target switching, and the player can continuously output without interrupting the combo, significantly improving the coherence of the combat rhythm. For example, when the player uses the long sword to continuously swing and kill the first enemy, the character automatically turns to the enemy with the second closest distance and continues to attack, and at the same time the virtual aiming reticle jumps to the new target synchronously.

[0047] Furthermore, the implementation method of this embodiment also includes: displaying a locking identifier on the locked candidate game object. In specific implementation, the system superimposes and displays a semi-transparent virtual aiming reticle on the locked candidate game object.

[0048] It should be noted that the target marker order mentioned in the embodiments of the present disclosure corresponds to the locking order of candidate game objects. When the player selects a target azimuth partition, the game system automatically determines the target marker order of the candidate game objects associated with the target azimuth partition, and automatically locks the candidate game object with the target marker order being the first (the first candidate game object). A locking identifier can be displayed at the position of the locked candidate game object in the game scene to prompt that the candidate game object is currently locked. Therefore, when the player performs an attack operation, the controlled virtual character is automatically controlled to perform an attack action on the locked candidate game object. Thus, the link of selecting an attack target is saved for the player's combat process, and the attack effect is improved. Further, when the first candidate game object is defeated, the system automatically switches the locked target to the candidate game object with the target marker order being the second (the second candidate game object). When the second candidate game object is locked, the virtual aiming crosshair is controlled to move to the position of the second candidate game object, and the virtual aiming crosshair is displayed in a flashing state to prompt the player that this is the new target to be attacked. After locking the second candidate game object, the attack operation of the user can be responded to, and the controlled virtual character is automatically controlled to attack the second candidate game object. When the second candidate game object is defeated, the locked target is switched to the candidate game object with the target marker order being the third... In this way, the candidate game objects associated with the target azimuth partition are sequentially locked according to the target marker order.

[0049] As an optional implementation manner, the above first trigger operation includes a continuous pressing operation on an input device, and the above selection operation includes a sliding operation performed while maintaining the pressing operation. If no effective sliding is performed during the duration of the pressing operation, the system can automatically lock the partition in the direction the player is facing when the button is released, that is, determine the partition in the player's direction as the target azimuth partition. The above-mentioned effective sliding can refer to that the sliding distance of the sliding operation in the azimuth partition reaches a certain distance threshold, or reaches a certain proportion of the radius of the azimuth partition (such as 12% of the radius length).

[0050] As an alternative implementation, the method of the embodiments of the present disclosure further includes: for each azimuth partition, displaying the object identifier of the candidate game object associated with the azimuth partition in the azimuth partition. The display position of the object identifier of the candidate game object in the azimuth partition is determined based on the position of the candidate game object in the game field, that is, mapping the candidate game object in the game scene to the azimuth partition of the signal identifier set and representing it with the object identifier. Thus, the player can quickly know which candidate game objects are included in each azimuth partition through the signal identifier set, and then select the azimuth partition based on the candidate game objects included in each azimuth partition. Of course, the object identifiers in each azimuth partition can also be displayed in different styles. For example, the display style of the object identifier closer to the center position of the signal identifier set (this center position is used to represent the position of the controlled virtual character) is larger, so as to prompt the player which enemy game characters need to be dealt with urgently at present; another example is that the object identifier of the candidate game object with strong aggressiveness can be displayed in red to prompt the player to be vigilant against these dangerous enemy characters.

[0051] As an alternative implementation, the method of the embodiments of the present disclosure further includes: displaying the object identifier in the target azimuth partition in a first target style, where the object identifiers in other azimuth partitions except the target azimuth partition are displayed in a second target style, and the first target style and the second target style are different display styles. When the player performs a selection operation on the azimuth partition to obtain the target azimuth partition, the target azimuth partition is the azimuth partition locked by the player. Therefore, the display style of the object identifier in the target azimuth partition can be adjusted, such as adjusting the current second target style to the first target style, so as to prompt the player to quickly lock the corresponding multi-target. Of course, in order to enhance the prompting effect of the selected azimuth partition, a transparent layer of a specific color (such as light yellow) can be added to the target azimuth partition when determining the target azimuth partition to enhance the information prompting effect of the signal identifier set.

[0052] As an alternative implementation, the method of the embodiments of the present disclosure further includes: in response to determining at least one target azimuth partition, replacing each object identifier in the target azimuth partition with the corresponding sequence identifier corresponding to the target marking order, or superimposing and displaying the corresponding sequence identifier on each object identifier in the target azimuth partition. As another implementation, when a player performs a selection operation on the azimuth partition to obtain a target azimuth partition, the object identifier (such as an avatar identifier) originally displayed in the target azimuth partition can also be switched to the target marking order corresponding to the candidate game object represented by the object identifier, that is, the sequence label (such as a digital number), or the sequence identifier is superimposed and displayed on the object identifier, that is, the corresponding multiple targets are quickly locked with the sequence identifier. Of course, in the embodiments of the present disclosure, the display style of the sequence label can be different from the object identifiers in other non-target azimuth partitions. The edge of the sequence label is displayed in green, and the edges of the object identifiers in other non-target azimuth partitions are displayed in red.

[0053] As a possible implementation, displaying a prompt signal corresponding to the target marking order includes: for each candidate game object associated with the target azimuth partition, displaying the corresponding prompt signal in the associated area of the candidate game object in the game scene. It should be noted that the prompt signal is used to indicate the attack order of the candidate game object, that is, the prompt signal matches the target marking order. For example, a digital number is displayed on the model of the candidate game object, and the digital number represents the order of being attacked.

[0054] As a possible implementation, determining the target marking order of the candidate game objects associated with the target azimuth partition includes: establishing a first priority order among the candidate game objects in the same azimuth partition according to the distance value between the candidate game object and the controlled virtual character; establishing a second game key order among the candidate game objects in different azimuth partitions according to the selection time sequence of each target azimuth partition; and generating a target marking order based on the first priority order and the second priority order.

[0055] Optionally, the target azimuth partition can be a multi-selection mechanism, that is, multiple target azimuth partitions can be selected at one time. This multi-selection mechanism is achieved through continuous operations. For example, when holding down the middle mouse button, the player can slide to select multiple adjacent fan-shaped areas, and the system automatically combines all enemy units within the selected areas and recalculates the global attack order. This design expands the tactical selection space and allows the player to pre-plan a multi-area clearance strategy. The generation algorithm of the attack order can introduce a weight coefficient. For example, the enemy units that are attacking the player are marked first, or the sorting logic is intelligently adjusted according to the player's historical operation habits. The feedback delay of the prompt signal needs to be controlled within a preset time (such as 100 milliseconds) to ensure the synchronization of operation response and visual feedback.

[0056] In a specific implementation, in a multi-target locking scenario, when a player consecutively selects three azimuth partitions, the first target of each partition is stored in the attack queue in the selected order, and the virtual aiming cross jumps and displays among different targets according to the queue order. The priority of the attack queue can be manually adjusted, and the player can switch the currently active locked target through the arrow keys or gesture swiping. When all candidate game objects in a partition are defeated, the system automatically removes that partition from the queue and recalculates the attack order of the remaining targets.

[0057] Specifically, in the embodiment of the present disclosure, the prompt signal corresponding to the target marking order includes: displaying the prompt signal corresponding to the target marking order in response to the termination of the continuous pressing operation. It should be noted that the termination of the continuous pressing operation here can refer to the end of the continuous pressing operation in the azimuth partition, that is, the finger is lifted in the azimuth partition, or the mouse pressing is released in the azimuth partition.

[0058] See Figure 3 as shown Figure 3 is an application scenario of multi-target azimuth partition selection provided for the embodiment of the disclosure. There are multiple enemy game characters around the environment where the controlled virtual character 301 is currently located. The player can trigger a preset function control or long-press the blank area in the game screen to call out the signal identification set 302. The signal identification set 302 is a roulette including a semi-circular partition, and each sector is an azimuth partition. When the player long-presses to call out the roulette, the center of the roulette is displayed in the area where the finger long-presses. For example, if the player wants to end multi-target locking, they can let go at the current position, and then the roulette will be hidden. If the player can perform multi-target locking, the player can drag the finger to the desired selection range partition while keeping the hold state. Of course, after the player triggers the preset function control to call out the roulette, they can let go and keep the roulette displayed, so that the player can select the azimuth partition. As Figure 3 shown, when the player's finger touches the azimuth partition A, the azimuth partition A is used as the target azimuth partition, and the player's finger continues to slide, passing through the azimuth partition B, the azimuth partition C, and when the finger reaches the azimuth partition D, the finger stops moving, then the azimuth partitions B, C, and D are also used as the target azimuth partitions, and the selection timing of these four target azimuth partitions is: the azimuth partition A is the first, the azimuth partition B is the second, the azimuth partition C is the third, and the azimuth partition D is the fourth. By Figure 3It can be known that the azimuth partition A is associated with 2 candidate game objects, the azimuth partition B is associated with 1 candidate game object, the azimuth partition C has no associated candidate game objects, and the range partition D is associated with 1 candidate game object. Therefore, the 2 candidate game objects in the azimuth partition A with the first selection timing are sorted (i.e., the first priority order). The target marker order of the candidate game object closer to the center of the roulette is recorded as 1, and the target marker order of the candidate game object farther from the center of the roulette is recorded as 2. There is only one candidate game object in each of the azimuth partition B and the azimuth partition D, so the corresponding first priority orders can both be 1. The second priority order is: azimuth partition A, azimuth partition B, azimuth partition C, azimuth partition D; therefore, the candidate game object in the azimuth partition B can be numbered following the azimuth partition A. The target marker order of the one candidate game object included in the azimuth partition B is recorded as 3, and the candidate game object in the azimuth partition D is numbered following the azimuth partition B. The target marker order of the one candidate game object included in the azimuth partition B is recorded as 4. When the player's finger is lifted in the azimuth partition D, a locked attack chain including 4 candidate game objects is obtained. Hint signals, that is, target marker orders, are displayed on the bodies of these 4 candidate game objects in the game scene, and the candidate game object with the locked target marker order of 1 is locked. When the player performs an attack operation, the locked object is automatically attacked, and after the object is defeated, the next candidate game object in the attack chain is automatically locked.

[0059] As a possible implementation manner, the method of the embodiments of the present disclosure further includes: in response to the sliding operation exceeding the boundary region of the signal identification set, canceling the currently determined target azimuth partition and its associated candidate game objects.

[0060] See Figure 4 As shown, when the player's finger slides from the azimuth partition D to outside the signal identification set, the multi-target lock of this time is canceled. Further, the signal identification set can be hidden, and the hint signals displayed on the candidate game objects are canceled.

[0061] Based on the above method embodiments, the embodiments of the present disclosure further provide an information processing device in a game. The device provides a graphical user interface through a terminal, and at least a game scene and a controlled virtual character are displayed in the graphical user interface. See Figure 5 ., the device includes the following modules: A first display module 501, configured to display a signal identification set in response to a first trigger operation on the graphical user interface. The signal identification set includes several azimuth partitions, and each azimuth partition is associated with at least one candidate game object. The candidate game object is an enemy game object determined according to the current position of the controlled virtual character; A first determination module 502, configured to determine at least one target azimuth partition in response to a selection operation within the signal identification set; A second determination module 503, configured to determine a target marking order of candidate game objects associated with a target orientation partition, where the target marking order is used to indicate the attack order of the candidate game objects; A second display module 504, configured to display a prompt signal corresponding to the target marking order.

[0062] The above device responds to a first trigger operation to display a set of signal identifiers, where the set of signal identifiers includes several orientation partitions, and each orientation partition is associated with at least one candidate game object; responds to a selection operation to determine at least one target orientation partition; determines a target marking order of candidate game objects associated with the target orientation partition, where the target marking order is used to indicate the attack order of the candidate game objects; and displays a prompt signal corresponding to the target marking order. The solution of the present disclosure realizes an intelligent locking mechanism in units of regions through the combination of spatial orientation partitions and marking orders, reduces the interruption of the player's mental flow, significantly improves the operation efficiency in multi-target combat scenarios, and enhances the accuracy of strategy execution through visual prompts.

[0063] As a possible implementation manner, the above second determination module specifically generates a target marking order corresponding to the candidate game object according to the spatial position information of the candidate game objects associated with the target orientation partition.

[0064] As a possible implementation manner, the device further includes a locking module, specifically configured to lock a first candidate game object whose target marking order is the first among the candidate game objects associated with the target orientation partition.

[0065] As a possible implementation manner, the locking module is further configured to: in response to an attack operation, control the controlled virtual character to perform an attack action on the locked first candidate game object; in response to the defeat of the first candidate game object, lock a second candidate game object whose target marking order is after the first candidate game object among the candidate game objects associated with the target orientation partition.

[0066] As a possible implementation manner, the display module 504 is further configured to display a locking identifier on the locked candidate game object.

[0067] As a possible implementation manner, the first trigger operation includes a continuous pressing operation on an input device, and the selection operation includes a sliding operation performed while maintaining the continuous pressing operation.

[0068] As a possible real-time manner, the display module 504 is further configured to: for each orientation partition, display the object identifier of the candidate game object associated with the orientation partition in the orientation partition.

[0069] Specifically, the display module 504 is configured to: display the object identifiers in the target orientation partition in a first target style, where the object identifiers in other orientation partitions except the target orientation partition are displayed in a second target style, and the first target style and the second target style are different display styles.

[0070] As a possible real-time manner, the display module 504 is further configured to: in response to determining at least one target orientation partition, replace each object identifier in the target orientation partition with the sequence identifier corresponding to the corresponding target marking order respectively, or superimpose the corresponding sequence identifier on each object identifier in the target orientation partition.

[0071] Specifically, the display module 504 is configured to: for each candidate game object associated with the target orientation partition, display a corresponding prompt signal in the associated area of the candidate game object in the game scene.

[0072] As a possible implementation manner, the above signal identifier set is arranged in a roulette shape, and the above several orientation partitions are fan-shaped areas evenly divided along the circumferential direction of the signal identifier set.

[0073] As a possible implementation manner, the second determination module 503 is specifically configured to: establish a first priority order among the candidate game objects in the same orientation partition according to the distance value between the candidate game object and the controlled virtual character; establish a second priority order among the candidate game objects in different orientation partitions according to the selection time sequence of each target orientation partition; generate a target marking order based on the first priority order and the second priority order.

[0074] As a possible implementation manner, the first determination module 502 is further configured to: in response to the sliding operation exceeding the boundary area of the signal identifier set, cancel the currently determined target orientation partition and its associated candidate game objects.

[0075] As a possible implementation manner, the first determination module 502 is specifically configured to: with the controlled virtual character as the center, dynamically screen visible enemy game objects within a preset radius range; map each enemy game object to the corresponding orientation partition according to the azimuth angle of the enemy game object to obtain the candidate game objects in each orientation partition.

[0076] The interactive device in the game provided by the embodiments of the present disclosure has the same implementation principle and the same technical effects as those of the foregoing method embodiments. For the sake of brief description, for the parts not mentioned in the embodiments of the interactive device in the game, reference may be made to the corresponding contents in the foregoing embodiments of the information processing method in the game.

[0077] As used herein, the term "and / or" is merely a description of the relationship between associated objects, indicating that there can be three relationships. For example, A and / or B can represent three cases: A exists alone, both A and B exist simultaneously, and B exists alone. Additionally, the term "at least one" as used herein means any one of multiple items or any combination of at least two of multiple items. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.

[0078] Embodiments of the present disclosure also provide an electronic device, such as Figure 6 shown, which is a schematic structural diagram of the electronic device. Among them, the electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111, and the processor 111 executes the computer-executable instructions to implement the information processing method in the above game.

[0079] In Figure 6 the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113. Among them, the processor 111, the communication interface 113, and the memory 110 are connected through the bus 112.

[0080] Among them, the memory 110 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 113 (which can be wired or wireless), a communication connection is established between the system network element and at least one other network element, and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture, industrial standard architecture) bus, a PCI (Peripheral Component Interconnect, peripheral component interconnect standard) bus, or an EISA (Extended Industry Standard Architecture, extended industrial standard structure) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 6 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0081] The processor 111 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit of the hardware in the processor 111 or the instructions in the form of software. The above-mentioned processor 111 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by the hardware decoding processor, or executed and completed by the combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory, and the processor 111 reads the information in the memory and combines its hardware to complete the steps of the information processing method in the game of the foregoing embodiments.

[0082] The embodiments of the present disclosure also provide a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions cause the processor to implement the information processing method in the above game. For the specific implementation, reference may be made to the foregoing method embodiments, and details are not described herein again.

[0083] The computer program product of the information processing method, device, and electronic device in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program codes. The instructions included in the program codes can be used to execute the method described in the foregoing method embodiments. For the specific implementation, reference may be made to the method embodiments, and details are not described herein again.

[0084] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.

[0085] When the above-described functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.

[0086] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore should not be construed as a limitation to the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.

[0087] Finally, it should be noted that the above-described embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions described in the foregoing embodiments or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure and should all be covered by the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. An information processing method in a game, characterized in that, Providing a graphical user interface through a terminal, at least a game scene and a controlled virtual character being displayed in the graphical user interface, the method comprising: In response to a first trigger operation on the graphical user interface, displaying a set of signal identifiers, the set of signal identifiers including a number of azimuth partitions, each azimuth partition being associated with at least one candidate game object, the candidate game object being an enemy game object determined according to the current position of the controlled virtual character; In response to a selection operation within the set of signal identifiers, determining at least one target azimuth partition; Determining a target marking order of the candidate game objects associated with the target azimuth partition, the target marking order being used to indicate the attack order of the candidate game objects; Displaying a prompt signal corresponding to the target marking order.

2. The method according to claim 1, characterized in that The determining the target marking order of the candidate game objects associated with the target azimuth partition includes: Generating a target marking order corresponding to the candidate game objects according to the spatial position information of the candidate game objects associated with the target azimuth partition.

3. The method according to claim 1, characterized in that The method further comprises: Locking a first candidate game object among the candidate game objects associated with the target azimuth partition, the target marking order of which is the first.

4. The method according to claim 3, wherein The method further comprises: In response to an attack operation, controlling the controlled virtual character to perform an attack action on the locked first candidate game object; In response to the first candidate game object being defeated, locking a second candidate game object among the candidate game objects associated with the target azimuth partition, the target marking order of which is after the first candidate game object.

5. The method according to claim 3 or 4, characterized in that, The method further comprises: Displaying a lock identifier on the locked candidate game object.

6. The method according to claim 1, wherein The first trigger operation includes a continuous pressing operation on an input device, and the selection operation includes a sliding operation performed while maintaining the continuous pressing operation.

7. The method according to claim 1, characterized in that The method further comprises: For each of the azimuth partitions, displaying an object identifier of the candidate game object associated with the azimuth partition in the azimuth partition.

8. The method according to claim 7, wherein The method further comprises: Displaying the object identifier in the target azimuth partition in a first target style, wherein the object identifiers in other azimuth partitions except the target azimuth partition are displayed in a second target style, and the first target style and the second target style are different display styles.

9. The method according to claim 7, wherein The method further comprises: In response to determining at least one target azimuth partition, respectively replacing each object identifier in the target azimuth partition with a sequence identifier corresponding to the corresponding target marking order, or superimposing and displaying the corresponding sequence identifier on each object identifier in the target azimuth partition.

10. The method according to claim 1, wherein The displaying the prompt signal corresponding to the target marking order includes: For each candidate game object associated with the target azimuth partition, displaying a corresponding prompt signal in an associated area of the candidate game object in the game scene.

11. The method according to claim 1, characterized in that, The set of signal identifiers is arranged in a roulette layout, and the number of azimuth partitions are fan-shaped areas evenly divided along the circumferential direction of the set of signal identifiers.

12. The method according to claim 1, wherein, The determining the target marking order of the candidate game objects associated with the target azimuth partition includes: Establish a first priority order among candidate game objects in the same azimuth partition according to the distance value between the candidate game objects and the controlled virtual character; Establish a second priority order among candidate game objects in different azimuth partitions according to the selection timing of each target azimuth partition; Generate a target marking order based on the first priority order and the second priority order.

13. The method according to claim 6, characterized in that The method further includes: In response to the sliding operation exceeding the boundary area of the signal identification set, cancel the currently determined target azimuth partition and its associated candidate game objects.

14. The method according to claim 6, wherein The displaying the prompt signal corresponding to the target marking order includes: In response to the termination of the continuous pressing operation, display the prompt signal corresponding to the target marking order.

15. The method according to claim 1, characterized in that, The determining manner of the candidate game objects includes: Centering on the controlled virtual character, dynamically screen visible enemy game objects within a preset radius range; According to the azimuth angles of the enemy game objects, map each enemy game object to the corresponding azimuth partition to obtain candidate game objects for each azimuth partition.

16. An information processing device in a game, characterized in that, Provide a graphical user interface through a terminal, and at least a game scene and a controlled virtual character are displayed in the graphical user interface; the device includes: A first display module, configured to respond to a first trigger operation on the graphical user interface and display a signal identification set, the signal identification set includes several azimuth partitions, and each azimuth partition is associated with at least one candidate game object, and the candidate game object is an enemy game object determined according to the current position of the controlled virtual character; A first determination module, configured to determine at least one target azimuth partition in response to a selection operation within the signal identification set; A second determination module, configured to determine the target marking order of the candidate game objects associated with the target azimuth partition, and the target marking order is used to indicate the attack order of the candidate game objects; A second display module, configured to display a prompt signal corresponding to the target marking order.

17. An electronic device, characterized in that, Comprising a processor and a memory, the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer executable instructions, and when the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the method according to any one of claims 1 to 15.

Citation Information

Cited By

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